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Found 3 results

  1. Hey folks! I may just be attempting to use the tool in a weird way but I'm having some trouble and haven't seen anyone else reporting similar as I look around. My working style is to build out levels with pseudo-art. See attached. My intention is to export all the static geometry to OBJ and do proper art in Maya. I like using Probuilder because it keeps everything fluid and easy for design. I can quickly build out levels and change everything quickly and easily without having to go into my 3d modeling program. So far, so great. Right now I'm running into two problems: 1. My scene files are getting very large. The file pictured is around 70mb. I realize this is because the mesh data is all stored in the scene. I've tried using the experimental Meshes Are Assets feature, but this does not significantly change the scene size. The scene goes down to around 67mb. This is a big problem for work flow because at 70mb or 67mb it takes 20-30 seconds to run and to stop my Unity scene. This time adds up quickly and especially creates friction for other team members. Plus, this slow load time translates to built versions of the game as well. It's just a huge scene file. Maybe something I'm doing is confounding the Meshes as Assets; I'm not sure. This scene has around 180k triangles. A similarly sized scene exported from Maya should be around 5-6mb. 2. I would be ok with this as a temporary trade off but now that I'm trying to export my file I find that the OBJ exporter is failing with no explanation (see attached screen #2.) It simply says 'User Canceled' [sic] with no additional info. Halp! I love the tool and hugely credit it for my being able to design the game the way I want <3.
  2. Hi, I am trying to export a Probuilder Object as an OBJ, but now I am getting this error and the resulting OBJ file is a 0 byte file. I have a series of objects made with the 'Bezier Shape' tool, I have merged them all together as once mesh and now trying to output it as an OBJ. If I export a single section it works fine and indeed if I make 2 new bezier shapes, merge them and export, it also works fine as it does with any of the other objects in my scene. Screenshot attached. 2.7.0F7 Any ideas? ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,ObjMaterial].Add (System.String key, ObjMaterial value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:404) EditorObjExporter.MeshToString (UnityEngine.MeshFilter mf, System.Collections.Generic.Dictionary`2 materialList) EditorObjExporter.MeshToFile (UnityEngine.MeshFilter mf, System.String path) ProBuilder2.EditorCommon.pb_EditorUtility.ExportOBJ (.pb_Object[] pb) ProBuilder2.Actions.ExportObj.DoAction () ProBuilder2.EditorCommon.pb_EditorToolbarMenuItems.MenuDoExportObj () Cheers
  3. Hello Together, I wanted to texture some objects created with the Shape Tool (mainly cube+prism) using UV as I want e.g. the cube to have different textures on each facing. As this is not possible and each side has the same texture (correct me if I am wrong) I exported a cube using the ExpObj script, gave it a UV Mapping in Blender and reimported it again. The imported model is without the procore functions now and any attempt to insert them resulted in a reset of the UV mapping. I would need a possibility to use the procore editing functions for the new object or to give the Shape Tool objects different textures for each facing. Could you give me any advice? Thank you in advance
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