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driven-decals's Issues

7.7.1 is surpport?

unity ver 19.4.35
urp is 7.7.1
standalone window

i add decal package
and Create Driven Decal in hireachy

so error is occured

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.get_scriptableRenderer () (at Library/PackageCache/[email protected]/Runtime/UniversalAdditionalCameraData.cs:350)
UnityEditor.Experimental.Rendering.Universal.Light2DEditorUtility.GetRenderer2DData () (at Library/PackageCache/[email protected]/Editor/2D/Light2DEditorUtility.cs:103)
UnityEditor.Experimental.Rendering.Universal.Light2DEditorUtility.IsUsing2DRenderer () (at Library/PackageCache/[email protected]/Editor/2D/Light2DEditorUtility.cs:115)
UnityEditor.Experimental.Rendering.Universal.Renderer2DMenus.CreateLightValidation () (at Library/PackageCache/[email protected]/Editor/2D/Renderer2DMenus.cs:76)
UnityEditor.Experimental.Rendering.Universal.Renderer2DMenus.CreateFreeformLight2DValidation () (at Library/PackageCache/[email protected]/Editor/2D/Renderer2DMenus.cs:88)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

sad NullReferenceException :(

Dear Anatta336,

This packes is so promising! and we actually ot it to work quite fast.
But then after one push/pull action in unity-colab the following nullreference exception started showing up (please check below).

Tried reboot and re-instals obviously. But nothing worked. It seems to be an error in the driver decal asset.

Hope that you could help us out easily!

NullReferenceException: Object reference not set to an instance of an object
SamDriver.Decal.DecalMesh+d__55.MoveNext () (at Library/PackageCache/com.samdriver.driven-decals@98db554268/Runtime/DecalMesh.cs:407)
System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
SamDriver.Decal.DecalMesh.get_HasMeshToProjectAgainst () (at Library/PackageCache/com.samdriver.driven-decals@98db554268/Runtime/DecalMesh.cs:104)
SamDriver.Decal.DecalMeshInspector.ProjectMeshButtonGUI (SamDriver.Decal.DecalMesh primaryItem, SamDriver.Decal.DecalMesh[] items, System.Boolean isEditingMultipleObjects) (at Library/PackageCache/com.samdriver.driven-decals@98db554268/Editor/DecalMeshInspector.cs:72)
SamDriver.Decal.DecalMeshInspector.OnInspectorGUI () (at Library/PackageCache/com.samdriver.driven-decals@98db554268/Editor/DecalMeshInspector.cs:42)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.b__0 () (at /Users/bokken/buildslave/unity/build/Editor/Mono/Inspector/InspectorElement.cs:527)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:197)

"Auto-Repeat" projection only works if the inspector window is visible.

To Reproduce:

  • Place decal in a scene.
  • Enable the "Auto-Repeat" checkbox in the Decal Mesh section of the inspector window.
  • Moving the decal correctly triggers the decal mesh to be regenerated.
  • Either close the inspector window, or arrange Unity's UI so it's an inactive tab.
  • Moving the decal no longer triggers the decal mesh to be regenerated.

Probably because the re-projection is being triggered from UI code that checks for changes rather than being triggered directly by the changes.

Crashes with il2cpp

the app was working well on mono after changing to il2cpp it crashes when entering scene containing decals
my device using android 11 and Unity 2020.3 LTS
PLS Help, Thanks.

note : when i removed armv7 and kept arm64 only it works any idea why it doesn't work with armv7 ?

Changing the decal asset at runtime

Hi, I am trying to change the decal asset at runtime through a button click. Following is the code snippet.

using UnityEngine;
using SamDriver.Decal;

public class DecalChanger : MonoBehaviour
{
    public DecalMesh decalMesh;
    public DecalAsset decal;

    public void ChangeDecal()
    {
        decalMesh.DecalAsset = decal;
    }
}

This works completely fine in the editor. However, it is not, after taking the build to iOS. Any help would be appreciated.

I am using Unity 2019.4.10f1, Xcode 12.4, iPad 8th gen, iPad OS 14.4, Mac OS Big Sur 11.2.1.

Flickr in virtual reality project.

This decal system is working fine with mobile build. But it's start flickering in VR Oculus build. Can you guide me how to use your decal system in VR projects.

Null purple material

Using Unity 2019.4.16f1.

When I create a new project with all default setting, and import Driven Decals, I create a decal, but the renderer shows a null purple renderer.

Is this a bug or do I have to tweak some project settings?

Screenshot 2021-01-31 at 06 12 13

Decal Asset Inspector issue

Hello,

I'm not getting any errors but in the decal asset inspector the inspector UI element that shows the texture and the region defined for the decal is solid black and no highlighted texture region is visible.

Clicking and dragging on the UI does update the min/max values but there is no visual update.

Unity version 2020.1.9f1 - URP Version 9.0.0-preview.72 - Any thoughts?

Thanks!

duplication / copy and pasting causes

Hey love the asset!

Using it with unity 2019.4.28f1 with URP 7.6

Little bug I found is that if I copy and paste or duplicate the same decal both stop working or act glitchy. Seems the only way to avoid this is to create a new decal everytime under create then apply the same material.

Happy to test and help out - again awesome work with this!

error when autoproject with some houdini objects around.

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <9577ac7a62ef43179789031239ba8798>:0)
SamDriver.Decal.MeshProjection.ScheduleTrimJobs (System.Collections.Generic.List1[SamDriver.Decal.RawMesh]& rawMeshes, System.Collections.Generic.List1[Unity.Collections.NativeArray1[SamDriver.Decal.Triangle]]& allResultingTriangles, System.Collections.Generic.List1[Unity.Jobs.JobHandle]& trimJobHandles, UnityEngine.Transform decalTransform, System.Collections.Generic.IEnumerable1[T] meshFilters, System.Boolean shouldUsePersistentAllocation, System.Boolean immediatelyStart) (at PackagesDisk/driven-decals-master/Runtime/MeshProjection.cs:206) SamDriver.Decal.MeshProjection.GenerateProjectedDecalMesh (System.Collections.Generic.IEnumerable1[T] meshFilters, UnityEngine.Transform decalTransform) (at PackagesDisk/driven-decals-master/Runtime/MeshProjection.cs:269)
SamDriver.Decal.DecalMesh.GenerateProjectedMeshImmediate () (at PackagesDisk/driven-decals-master/Runtime/DecalMesh.cs:313)
SamDriver.Decal.DecalMeshInspector.ProjectMeshButtonGUI (SamDriver.Decal.DecalMesh primaryItem, SamDriver.Decal.DecalMesh[] items, System.Boolean isEditingMultipleObjects) (at PackagesDisk/driven-decals-master/Editor/DecalMeshInspector.cs:89)
SamDriver.Decal.DecalMeshInspector.OnInspectorGUI () (at PackagesDisk/driven-decals-master/Editor/DecalMeshInspector.cs:42)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.b__0 () (at <1b64b06f536e44ebb2ace8cd6da8538a>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Decal asset preview is blue (2021.2.11f1)

When installing driven decals to a unity 2021.2.11 project the preview is always blue, even when opening in an almost empty project and selecting the example materials. URP version is 12.1.4 .
These errors may be related to the issue.

[Worker1] Attempting to get Camera relative temporary RenderTexture (width || height <= 0) via a CommandBuffer in a Sriptable Render Pipeline.

[Worker1] Trying to get RenderBuffer with invalid antiAliasing (must be at least 1)

image

Prefabs not working correctly

When adding a decal to a prefab the Editor Tool does not recognize static meshes, if you deselect All static meshes and apply it to a mesh manually it will render correctly at first, but after re-opening the prefab or placing it in a scene the decal will disappear.

Steps to reproduce:

  1. Create an empty game object as a prefab
  2. Add a mesh object
  3. Add a Driven Decal Asset
  4. Project the mesh
  5. Close the prefab tab
  6. Re-open the prefab Tab
  7. The decal is gone.

Runtime generation fails on "Batching Static" meshes

To reproduce:

  • Place multiple mesh objects in the scene.
  • Toggle on "batching static" for the objects.
  • Import the sample runtime decal generator, placing it to overlap with the meshes.
  • Add the static objects to the target list of the decal generator.
  • Enter play mode and trigger the decal generator.

What happens:
The generator fails to project any decals, giving a warning that target meshes aren't set to be readable. This warning is misleading; it appears even if the meshes created by the user are readable.

The problem appears to be that Unity's static batching replaces the original meshes with a combined mesh, which is not flagged to be readable.

What should happen:
Ideally decal generation would succeed even in this case. If that's not feasible a more useful warning should be generated.

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