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91
Support / Re: Mesh Maker in Unity 5.3.1f1 endless error loop
« Last post by syscrusher on January 15, 2016, 08:15:55 PM »
Update: While out of Unity, I manually precreated the UndoRedo folder, and as expected that cleared the error. I'll take your advice and precreate the other folder as well.
92
Support / Re: Mesh Maker in Unity 5.3.1f1 endless error loop
« Last post by syscrusher on January 15, 2016, 08:14:37 PM »
Hello, my apologies for this error, I will submit a fix for it tomorrow. In the meantime you can clear the showing of the Geom window by clicking on the Layout button in the top right of the Unity window and click on a default layout or choose Revert Factory Settings. This will stop Geom trying to start up and you can create the missing folder called UndoRedo in the MeshMaker folder.

Again, sorry for the inconvenience, for two years the empty folders were imported correctly from the store but now none of them are being imported. You may also need to create a "Designs" folder to fix the same problem with Construction.

The update should be ready to download in a few days.

Regards,
Alan


Hi, Alan, and thanks for a stunningly fast reply! No need to apologize -- bugs happen, and as long as I can report it and you can fix it, we're good. :-)

I'll keep my eyes open for a patch, and please feel free to email me if you need me to regression test before it goes onto the Asset Store (with the caveat that I wasn't kidding when I said I am *just* starting to learn how to use Mesh Maker).

Again, thanks for the fast reply, and no worries. I'll patiently await the fix.
93
Support / Re: Mesh Maker in Unity 5.3.1f1 endless error loop
« Last post by MediaGiant on January 15, 2016, 06:29:35 PM »
The error that says "the operation is not allowed due to the current state of the object" is normally a GUI problem where an opening tag is missing a closing tag. It may be related to a missing folder too, but I can't be sure yet. I will get someone to download the latest version tomorrow to see what is happening here.

This is the first I've hear about a problem with Mesh Cutter so it may take a while to track down.

Thanks again for your understanding.
Alan   
94
Support / Re: Mesh Maker in Unity 5.3.1f1 endless error loop
« Last post by MediaGiant on January 15, 2016, 06:23:55 PM »
Hello, my apologies for this error, I will submit a fix for it tomorrow. In the meantime you can clear the showing of the Geom window by clicking on the Layout button in the top right of the Unity window and click on a default layout or choose Revert Factory Settings. This will stop Geom trying to start up and you can create the missing folder called UndoRedo in the MeshMaker folder.

Again, sorry for the inconvenience, for two years the empty folders were imported correctly from the store but now none of them are being imported. You may also need to create a "Designs" folder to fix the same problem with Construction.

The update should be ready to download in a few days.

Regards,
Alan
95
Support / Mesh Maker in Unity 5.3.1f1 endless error loop
« Last post by syscrusher on January 15, 2016, 06:15:17 PM »
Hello, all

I'm brand new to Mesh Maker and using it for the first time in Unity 5.3.1f1. I've imported the asset (latest version) into an otherwise empty test project, intending to learn Mesh Maker in a non-production environment.

When I select "Geom" from the in-scene popup UI, the console is filled with an infinite loop of error messages complaining that the subfolder UndoRedo (within the MeshMaker folder tree) is not found. The window is displayed but empty, cannot be dismissed. Unfortunately, my attempt to manually create the needed folder fails because the looping code won't let me steal focus from the failed window. I even tried to do this from the command shell, but on Mac the o.s. "helpfully" {ahem!!!} forces focus back to a newly drawn window, and so I couldn't really background Unity. I finally had to bail out of Unity entirely.

I can probably work around this by manually pre-creating the subfolder before starting Unity, but I wanted to let you know about the problem.

As an aside, when trying to use Mesh Cutter on an existing imported test mesh, I see a lot of errors indicating that "the operation is not allowed due to the current state of the object". I'm not quite sure what Mesh Maker was trying to do at the time, and it's entirely possible that this one is pilot error on my part, since I am admittedly new to Mesh Maker. I mention it in passing, but the other error is clearly more important.
96
Support / Re: Mesh Editor: Undo too far and get lots of Box Colliders
« Last post by Sleepy on September 24, 2015, 10:53:10 PM »
Here's a bit more detail.
This is a new Unity project with only MeshMaker imported. I downloaded a fresh MeshMaker 1.9.7.
Unity complains about the use of some "obsolete" API during the import. Pity they don't give more detail. I chose the Go Ahead option.
The debug message claims to come from SubdivideTriangles().
97
Support / Re: Mesh Editor: Undo too far and get lots of Box Colliders
« Last post by MediaGiant on September 24, 2015, 10:46:49 PM »
Thanks for your understanding. It's been a busy time, and yes, with each Unity update there seem to be new issues.

I did find out that the scripted shaders are being phased out by Unity (http://answers.unity3d.com/questions/1068700/gllines-shader-is-not-supported.html) so I will be replacing this with something else.

The update for Mesh Editor has now been prioritized and the update will address most of the small fixes that are needed and a couple of big changes.
98
Support / Re: Mesh Editor: Undo too far and get lots of Box Colliders
« Last post by Sleepy on September 24, 2015, 10:31:30 PM »
Thanks.
This is not high priority. I am detail oriented and I just wanted to log these minor issues while I noticed them. Unity must be a bit of a moving target!
99
Support / Re: Mesh Editor: Undo too far and get lots of Box Colliders
« Last post by MediaGiant on September 24, 2015, 10:16:09 PM »
Hi Sleepy,

I've checked for any Debug.Log messages and that one is a mystery to me as I cannot find one in the current version. It may be that your installation is an earlier version or the new version hasn't imported over the old one correctly. I always recommend the previous version be removed/deleted before importing the latest version.

I'm in the process of updating Mesh Editor and will add an Undo.AddComponent for the colliders and other components.

That shader is related to the selection highlight. I will try to edit the shader to make it compatible or change it out.

Thanks for the info, and just to let you know, I've put down the new project that I've been working on and will get these fixes out in less than a week.

100
Support / Re: Mesh Editor: Undo too far and get lots of Box Colliders
« Last post by Sleepy on September 23, 2015, 12:03:20 AM »
You got it - I made a few changes then typed a lot of Ctrl-Z. I wanted to undo everything and start over.

(Log messages attached.)
I started a new project, created a cube, locked it, selected the top two triangles, subdivided them.
The Shader Warning seems to be associated with the Mesh Maker button panel.
The 26.0 debug message is associated with the Subdivide Triangles button.
First Ctlr-Z makes the cube invisible but leaves the box collider. The Inspector shows Mesh Filter: [none] and the Mesh property has Missing (Mesh).
Second Ctrl-Z brings back what looks like the original cube. The top triangles are no longer subdivided. The Mesh Filter in the Inspector is now correct, but there is an additional Box Collider. And that Undo.AddComponent message is logged.
Third Ctrl-Z undoes cube creation.
Interesting that Ctrl-Y works just fine from here. First the cube reappears, then the Box Collider only appears, then the cube with subdivided triangles appears.

Do you want any more details?
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