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Sushin

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  1. That's very interesting. I assumed they were more demanding than static meshes because as far as I know, BSP in Unreal Engine is more costly than static meshes. I guess I'll have to look for other ways to optimize my game.
  2. Virtually everything in my scene is a probuilder object and I suspect it's taking a toll on my FPS. I figure slowly converting every object in the world to "static mesh" would work but I wanted to ask here if there are other ways to optimize a large amount of probuilder objects?
  3. Sushin

    Just finished the bedroom in my new game

    (its because modeling/animating in 3d is too hard) It's actually a sequel to one of my older games, also made possible with the amazing help of probuilder. Thanks for this awesome tool! https://youtu.be/Fqh5dF-Tmc0
  4. I've been probably spending too much time on this room but it's been a lot of fun so far. This is the most detailed I've ever gotten in pro builder. Let me know what you guys think!
  5. With ProBuilder (also using ProGrids), Create a probuilder cube, child a probuilder cube to it, use the vertex tool and click a vertex on the PARENT, then click set pivot and the editor will crash. I'm using Unity 5.4.0f3 and ProBuilder version 2.6.0f1
  6. Sushin

    Merge Objects Makes Mesh Invisible

    Thank you! I wasn't aware there was a more recent version. Edit: It doesn't seem to have been entirely fixed in the updated version, but the force refresh works just fine.
  7. 1) Name of tool ProBuilder 3) Your system environment (Operating system, version of Unity, version of tool) Windows 8.1, Latest release of Unity, ProBuilder 2.4.4p1 When I combine full objects into a single mesh, this happens: The weird thing is, everything is actually still there. If you orbit the camera to the left side of this object (in particular) then you can see it just fine, but on the right side (mostly) the object is invisible. I've tried this with multiple objects over the past few days with the same effect occurring. Even after baking the scene nothing changes. It behaves the same both in-game and in-editor.
  8. I'm not actually using the latest version of Unity if that matters.
  9. That doesn't appear to be the issue. Even after moving the light (though it wasn't inside a mesh in the first place) no change happens. The meshes have default settings, "Cast Shadows" and "Receive Shadows" are both on. What's weird is that the shadows are penetrating all the walls, but not the floor, even though there's a horizontal surface in the room that shadows are not casting off of. The floor has all the same render settings as the walls. Directional lighting creates shadows just fine. I'm not really sure how to replicate this issue otherwise but if I can do anything to help the issue I'd be more than happy.
  10. 1) Name of tool ProBuilder 2) A brief description of the issue Spotlights go through ProBuilder faces and don't cast shadows. 3) Your system environment (Operating system, version of Unity, version of tool) Windows 8.1, Unity 5.0.1f1, ProBuilder 2.4.4p1 4) Full description of issue Light shines on faces, but also through faces, and they don't appear to be casting any shadows on pro-builder. The level this is happening in is fully baked. Shadows are real-time. Picture of the lighting: http://puu.sh/iYtMI/8c39d789bf.jpg All surfaces the light is hitting are hard faces, not inverted faces. Picture of the light settings: http://puu.sh/iYub4/59aaddf4f4.png 5) List of steps, clearly explaining how to replicate the issue Put a spotlight on any probuilder object?
  11. Sushin

    Cut (selected) Faces

    Damn. I guess that's what I was looking for! Thanks for the help again. I guess I was just confused by the terminology.
  12. Sushin

    Cut (selected) Faces

    A lot of the times when I'm editing a face, and I need an extra edge in the face, I'm forced to use the Edge Loop which cuts every face across from the edge on the object. Maya had a useful feature called cut faces, where any selected face you had could be cut in a specific line, but it would be just as useful to have an edge loop occur for only a single face. I wind up going to all the other faces cut by an edge loop and welding the vertices to lower the tris of an object, so this would save a lot of time. Maybe there's an alternative I don't know about?
  13. Sushin

    Vertex Color Not Working

    Thanks. Dumb question in retrospect.
  14. Sushin

    Vertex Color Not Working

    1) Name of tool ProBuilder 2) A brief description of the issue Vertex colors don't appear to change faces to any color but white. 3) Your system environment (Operating system, version of Unity, version of tool) Windows 8.1, Unity 5.0.1f1, ProBuilder 2.4.4p1 4) Full description of issue Even when creating a new object in a new scene, objects won't change color at all when using the vertex color thing. I was doing it fine in Prototype but when I upgraded it reverted all the colors in my scene and wouldn't change them. 5) List of steps, clearly explaining how to replicate the issue Install Prototype into project, Make something in a scene, install ProBuilder, delete both Prototype and ProBuilder, reinstall ProBuilder.
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