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willychyr

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  1. willychyr

    Mesh in Prefabs Disappearing when Duplicating

    Upgraded to Unity 5.2.0f3 and started a new project fresh. Imported latest PB (2.4.6f0). Still having this problem. Gabriel had noticed issue wasn't there w/ free version or source - wonder if this is the issue? I'm using Unity Pro. I'm still getting the same error message: NullReferenceException: Object reference not set to an instance of an object ProBuilder2.EditorCommon.pb_Editor.UpdateSelection (Boolean forceUpdate) ProBuilder2.EditorCommon.pb_Editor.OnSelectionChange () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:187) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:180) UnityEditor.HostView.OnSelectionChange () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:135)
  2. willychyr

    Mesh in Prefabs Disappearing when Duplicating

    I upgraded to ProBuilder 2.4.6f0, but still noticing this problem. Still on Unity 5.0.2p4. Not sure if this is could be causing the problem. I'm upgrading to Unity 5.2 to test. W
  3. willychyr

    Mesh in Prefabs Disappearing when Duplicating

    I see. In that case, they are not persistent. When I hit "clear" they do go away. However, the meshes are still invisible. And when I click on the parent object, then the error message comes up.
  4. willychyr

    Mesh in Prefabs Disappearing when Duplicating

    I'm not sure what you mean by persistent. These errors do come up every time this bug happens.
  5. willychyr

    Mesh in Prefabs Disappearing when Duplicating

    Just wanted to add that this happens with just parenting. Making the object a prefab isn't necessary.
  6. willychyr

    Mesh in Prefabs Disappearing when Duplicating

    Here are the exact steps I used: Shape – Build Cube Duplicate the shape using “Ctrl + D†Bring both shapes as children of an empty object. Make this new object a PreFab. Duplicate this prefab using “Ctrl +D†Select one of the duplicated prefabs and delete it. All the meshes will disappear. Using “force refresh scene†will make the meshes appear again.
  7. willychyr

    Mesh in Prefabs Disappearing when Duplicating

    I downloaded the latest version of Unity (5.1.3). Tried the same steps and got the same problem.
  8. If I have a prefab made up of ProBuilder objects, when I duplicate the prefab multiple times, and then delete one of them, it results in the meshes on the other prefab instances becoming invisible. I've recorded and described the problem here: This is the error message I'm getting: NullReferenceException: Object reference not set to an instance of an object ProBuilder2.EditorCommon.pb_Editor.UpdateSelection (Boolean forceUpdate) ProBuilder2.EditorCommon.pb_Editor.OnSelectionChange () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:244) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:237) UnityEditor.HostView.OnSelectionChange () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:192) EDIT: Doing "Force Refresh Scene" from the ProBuilder repair menu does bring the mesh back, if that helps. - Operating System: Windows 7 -Exact version of Unity: 5.0.2p4 -Name of tool, exact version of tool: ProBuilder 2.4.5f1
  9. In attached image, you can see that the mesh outline is not lined up with collider outline. It does seem to get fixed if you zoom in very closely, and then zoom out again. But this becomes quite tedious. It also doesn't stay fixed consistently. EDIT: this is in orthographic projection (which is the way I work in). It doesn't look like it happens in perpsective mode Is this fixed in latest version? Asking as it takes about 2 days for us to upgrade ProBuilder at the moment. BTW, do we need to go through the whole update process with each update, or only for major version revisions? W - Operating System: Windows 7 -Exact version of Unity: 5.0.2p4 -Name of tool, exact version of tool: ProBuilder 2.2.3f0
  10. willychyr

    How to transfer additional ProBuilder license

    I did contact Asset store as well. Unfortunately there doesn't seem to be a way to transfer license to another person. The asset store person just said to use dropbox, which sort of defeats the purpose of the asset store license as it doesn't let the programmer import and download the newer versions w/out me doing it.... I actually bought the second copy on the same account as the first. Had never purchased additional licenses to plugins before so wasn't sure how it worked. Thought I'd be able to enter the programmer's email to then transfer it, but that doesn't seem to be the case. Will PM you
  11. I just purchased an additional license for ProBuilder via the Unity Asset Store, for a contract programmer that I've brought on board the project to help me. How can I transfer the license to him or to get him to use the asset? We have the project on Perforce, so he has access to the existing ProBuilder, but I want him to be able to download and import new versions (to test out upgrading to Unity 5.1, etc). Thanks in advance for your help!
  12. Operating System: Windows 7 Unity: 5.0.0f4 ProBuilder: 2.2.4.3 ProGrids: 2.2.1.5 I'm noticing this problem with the newer version of ProBuilder and ProGrids. Basically, I have the ProGrids distance set at 0.25. When I extrude faces or move objects, the position coordinates and size values get increased or decreased by 0.25. However, occasionally, I'll notice that the values will get pushed to a 0.125 grid instead. For example, the face will get positioned at 1.125 instead of 1 or 1.25. This can cause the entire shape to get distorted (if I'm editing one face of a box, for example, it'll get misaligned). It's a bit hard to explain, so I've screenrecorded the issues and posted the video here: https://youtu.be/4oLcxilg8LM
  13. Ok, so it turns out I actually had to use this 'Probuilder.Shape', instead of just 'shape'. pb = ProBuilder.CreatePrimitive(ProBuilder.Shape.Cube); and 'PlaneNormal' instead of 'Normal' pb.TranslateVertices(face.distinctIndices, pb_Math.PlaneNormal(pb.GetVertices(face.distinctIndices)) * .5f); After this, I realized I may not have the same version, I'm using 1536 instead of r1536. Will update now.
  14. Hi Karl, Thanks for the response and for the example script. I tried running it, but I'm getting the error that "The name `Shape' does not exist in the current context"' for the line pb = ProBuilder.CreatePrimitive(Shape.Cube); And "`ProBuilder2.Math.pb_Math' does not contain a definition for `Normal'" for the line: pb.TranslateVertices(face.distinctIndices, pb_Math.Normal(pb.GetVertices(face.distinctIndices)) * .5f); Going through the ProBuilder folder, I found the API Projects, and tried to run the scene 'pbObjectInstantiate', but actually got the same errors.
  15. Hi All, I'm looking into using procedural generation to make levels and objects, and wanted to know if there's a ProBuilder scripting API for this? My specific goal is to have a script spawn and place boxes of different sizes around the scene. I know how to do this with the default Unity cubes, by just using GameObject.CreatePrimitive(PrimitiveType.Cube); And then changing its position and scale. However, I'd like to do it with ProBuilder cubes, so that I can edit them by hand. Also, I'd like to not use scale, but use the extrude face function, for having cubes of different sizes. Any help would be greatly appreciated. Thank you! - Willy
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