anatta336 / driven-decals Goto Github PK
View Code? Open in Web Editor NEWA mesh-based PBR decal system for Unity's universal render pipeline.
License: MIT License
A mesh-based PBR decal system for Unity's universal render pipeline.
License: MIT License
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)
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)
To Reproduce:
Probably because the re-projection is being triggered from UI code that checks for changes rather than being triggered directly by the changes.
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 ?
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.
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.
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!
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!
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.List
1[Unity.Collections.NativeArray1[SamDriver.Decal.Triangle]]& allResultingTriangles, System.Collections.Generic.List
1[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.IEnumerable
1[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&)
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)
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:
I'm attempting to create a solution for adding tattoos, but am I correct in understanding that Driven Decals doesn't work with skinned meshes?
To reproduce:
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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