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moco last won the day on May 15 2018

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  1. moco

    updating paid advanced version

    Hey guys, I'm afraid I don't completely understand the upgrade guidelines. I've upgraded Unity from 2017.3 to 2018.1 and I've got ProBuilder 2.9.8 installed. Now I want to upgrade ProBuilder to the new 3.06 version that is compatible with Unity 2018. For upgrading from ProBuilder 2.9.8 the guidelines says: Open the project in Unity 2018.1 or later Edit the manifest.json as described above Follow the Convert to Package Manager utility instructions. However, for me it's not clear what I need to do in step 2. Do I need to somehow edit the manifest.json manually? What information do I need to specify and why is this necessary? What if I just install the ProBuilder 3 version with the package manager? If so, do I need to delete the old ProBuilder 2.9.8 first, or should I keep it? Thanks in advance for any help. EDIT: I've just tried to install the new version via package manager while still having 2.9.8 installed. The upgrade manager started, then throwed and error and told that it's needed to switch to force-text asset serialization. I followed this advice. Then, the re-serialization process started but seemed to hang up at the end. So, I terminated Unity. Now, after re-opening the project, it seems that a full all-asset re-import is started. Project size is 175 GB btw. Oh my ... But hey, patience pays off. Good news is everything seems to work fine after all the progress bars have completed.
  2. Hey, I've baked some lightmaps over night for a complex scene that involves a lot of PB geometry. After the baking process had been finished, I've encountered this error message: Requested realtime/indirect resolution on mesh 'pb_Mesh435308' is too high, clamping to maximum system size (512x512). Lower the resolution setting. I don't think this is an issue with PB, but I was wondering if there is a nice way to quickly find the named mesh in the scene. I could probably write an editor script for this, but maybe there already is a solution available. If not, maybe it might be a useful feature that could be added to the PB toolbox so a user can quickly find a pb mesh with a given name. Any help is much appreciated. Thanks, moco
  3. Thanks karl for this super fast fix. I've did a quick test with the patch build and I can confirm that it works.
  4. Thanks for the quick response karl. Indeed, removing the static batching flag resolves the issue. In fact, Tapios had already discovered this in the other thread but I've overlooked it. Is it possible to get this to work also with static batching enabled?
  5. Hey, I have encountered a serious issue when using pro builder geometry with additive scene loading/unloading. Thus, in this thread, I've attached a small test project for repro. [Edit] I have just noticed that there already is a thread on an issue with scene management; I think this issue is probably the same one. It happens with the latest Unity version Unity 5.6.2f1 (64-bit) and the latest version of ProBuilder 2.9.2f1. The test project features a test case with 3 scenes: BLUE, RED, GREEN. The test script runs the following basic steps (with some seconds as interval): 1. Load scene BLUE 2. Load scene RED 3. Load scene GREEN 4. Unload scene BLUE 5. Load scene BLUE 6. Unload scene GREEN The test project provides 2 test case variants A and B, with different pb geometry involved. The issue can be noticed with both variants. It uses the functions: SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); SceneManager.UnloadSceneAsync(sceneName); In variant A, note that in step 4, when the blue scene is unloaded, the probuilder cube in the red scene disappears, but it should stay (only blue should disappear as it is unloaded). In variant B, the issue is more clearly visible because all rooms are pb-geometry and in step 4, the red room disappears when the blue scene is unloaded. Notably, in my project setup, sometimes the issue even causes non-pb scene geometry to disappear when a (different) pb-scene is unloaded, which is pretty confusing. When I exchange the test scenes with fully non-pb geometry, everything works perfectly fine. So, it is definitely something that is caused by PB in case when PB-geometry is unloaded. The workaround which Tapios has posted in the other thread did not resolve the issue for me. I really hope you find a solution to this. Thanks a lot and all the best, Moritz [Project download removed]
  6. Thanks for your answers karl and great to see that you consider to add the .obj export option; this would probably be a good solution for our use case.
  7. Thanks a lot for your very fast response karl. Okay, I see. I'm a bit confused when working with meshes which are stored in the .asset format. Usually, Unity provides a set of options for meshes (as shown in attached picture). However, when working with files in the .asset format, it seems that these options are missing. I once worked with another 3rd party tool and exported to .asset, and later on, I had problems with the UVs and found myself unable to fix them because there were no options and thus no button to Generate Lightmap UVs available. So, currently, I feel the .asset format has some limitations. Is this true, or am I missing something here? I also considered to export each mesh to the .OBJ format. While this seem to work, the workflow is a bit cumbersome here because if I export to .OBJ, the PB exporter generates new materials and texture clones and the original material references are overwritten so they refer to the newly created materials. The material references can be fixed manually, but it is time-consuming and it would be better if there would be an option in the first place to only export the .obj itself and keep the original material references. So, as a potential feature request, I think it would be very helpful to have such an option for the .OBJ export feature. To get back to the original issue - would it be possible to add a new option to the preferences which would ensure that PB meshes are kept the same across prefab instances? Or, maybe some kind of option to mark a PB geometry as something like "Share mesh across instances"? Then, people would have a choice regarding how ProBuilder handles prefab instances and they could stick to the original workflow and do not need to use the "Meshes Are Assets" workflow. What do you think?
  8. Hey everyone, I have a question on using ProBuilder geometry with prefabs. In our game, we use ProBuilder to create basic dungeon modules as shown in the first attached picture. Of course, such modules are setup as prefabs so that they can be extensively re-used. Now, after placing different prefab instances in a scene, I've noticed that each module/prefab instance is been assigned a unique mesh id (see 2nd picture). I guess ProBuilder generates a unique mesh for each module, even though they are all based on the same prefab (?). So, in a huge scene, I will end up with having a quite huge number of unique meshes. Usually, I would think that it would be better to have just a single mesh and re-use it (e.g. in terms of performance, memory consumption, static batching and such). Therefore, I am wondering if this is something I should be concerned about, or not? Is it worth to think about exporting meshes to .OBJ or .ASSET in terms of optimization? Thanks for your help and all the best, Moritz PS: Sorry, I've just noticed that this is probably the wrong sub-forum to ask this question. Actually, it's not necessarily a feature-request; it would only be one in the case that it turns out that there is optimization potential for improving ProBuilder prefab support. But if this is not the case, you could just move this thread to another sub-forum.
  9. moco

    Hello everyone!

    Hello everyone! I am Moritz, the lead developer behind the indie video game project Dwarven Monster Slayers. In our project, we extensively use ProBuilder for all of our level design needs and I can say that it performs very well. I hope that I can contribute to the ProBuilder community by posting improvement suggestions and possible bug reports in order to make ProBuilder even better for everyone. Since I'm still in the learning phase regarding some PB features, I might also come up with a few questions in the next time. So, I'm looking forward to becoming an active user here in the forums. All the best, Moritz