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cakelancelot jfrit vrobel 0xd-fabio tandytnd ccosmooooo xninjakevinx partywumpus haltiija eekrats m7d2 henrymartin5 mrsallhershots jathaidk maranarasauce kairus101 totaltaco leloubil cutewaterbeary jayyoung34567 kevinivek adamd3v yellowyears a-tea9marrowsdk's Issues
Uploaded avatar has twisted/rotated Proximal bones
Basically every finger on my avatar is twisted at the proximal bone and nowhere else making me look like edward pretzelhands. I can't seem to find any method of fixing this. I have even tried re-rigging and re-weight painting the entirety of each hand and the issue still persists.
Is there anything I may be missing or is this a potential bug?
fix: package.json in Custom-URP
I get an error with dependencies when importing, and im 90% sure there was a copy-paste error because as far as i can tell shadergraph 12.1.6 does not exist, but the number looks like it was copy pasted from 1 line above.
the latest version of shadergraph(non preview) is 10.9.0.
"com.unity.shadergraph": "10.9.0"
in package.json
Generate Packed Asset issue
Not in git directory error
[Request] Manual stat adjustment for avatars
As far as I can tell, there's no way to manually set avatar's stats. If this is something you can do already, I haven't been able to figure it out. To me this seems like a significant missing feature, as it restricts the potential for the avatar system. For example with manual adjustment it would be possible to make Ant-man at his small size with his canonical strength, or anime characters that have supernatural strength/speed that doesn't match their body.
Error as soon as Package is installed
SLZ-URP Materials not receiving textures applied after all instructions in wiki have been followed.
All SLZ-URP materials show as a blank magenta palette or a black/magenta checkerboard despite having color maps assigned to them. I have attempted updating all unity packages, as well as starting a new project from scratch making sure to follow all listed instructions in the wiki.
Windows build support IL2CPP is installed.
The listed OpenXR fixes do not appear in unity anymore.
Not sure how or why but this is my second time installing the SDK on a new project and the second time this has happened.
There is no errors on the console in unity
i copied the links and put them into package manager and i get error
i get the error [Package Manager Window] Cannot perform upm operation: Unable to add package [https://github.com/StressLevelZero/Custom-RenderPipelineCore.git ]:
Error when executing git command. fatal: not in a git directory
[NotFound].
UnityEditor.EditorApplication:Internal_CallUpdateFunctions () i have no blank spaces at the end of it idk wut to do
Custom Avatar doesnt Load
I just followed the avatar guide and It's not working, the avatar preview only shows when I click any other avatar and It doesnt change to the avatar I made (Packing for PC)
Wrong URL on official Youtube tutorial
there is a mistake in the official mod tutorial's description for Project Setup Guide, being youtube uncaps all hashtags, so the second links ending "git#bonelab
" should be "git#Bonelab
, without caps it wont import correctly
Please use a package file for importing the sdk
Package manager sucks, installing from git url never works cmon man
Invisible Avatar
After following the instructions for the sdk on making an avatar, when I try to use it in game, it is invisible, but I am able to use the avatar. I noticed in pallet.json that the sdk version was different from the in-game downloadable avatar mods, would this have anything to do with it?(Edit: I also noticed that my mod had a file called "51ab76d3208f7468c71cdf0b5f0ed072_unitybuiltinshaders_ea7adf2e3d3260d3e49e2c8aba368118.bundle" in it, not sure if this would cause this)
[Request] Guidance on using SLZ assets
Hey! Thanks for the SDK, it's looking great so far! ❤️
Could the community receive official documentation on how to use SLZ assets, such as all the guns, weapons and props in the game already? I noticed you can import a pallet but the core content did not have a pallet.json
to import.
It must be possible, right? I'm sure it won't take long for someone to rip and palletize the assets, but then they won't keep up to date with the official ones. So would be nice to have this before it's too late when the legacy assets pallet gets de facto.
issue importing required packages into unity (resolved)
new to all of this so sorry if there's a simple fix i just don't know about.
when attempting to import any of the required packages i get an error message.
[Package Manager Window] Cannot perform upm operation: Unable to add package [https://github.com/StressLevelZero/Custom-RenderPipelineCore.git ]:
Error when executing git command. fatal: unable to access 'https://github.com/StressLevelZero/Custom-RenderPipelineCore.git /': URL using bad/illegal format or missing URL
[NotFound].
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
i just installed unity and git and followed each step, would just like some help. :)
actually i figured it out, instead of triple clicking to select all to copy and then paste, i had to drag my cursor to select it all and then that fixed it for some reason. thanks if you took the time to read!
There is a typo in the Wiki
the computer path given to the mods folder is "C:\[username]\AppData\LocalLow\Stress Level Zero\BONELAB\MODS" though it should be "C:\users[username]\AppData\LocalLow\Stress Level Zero\BONELAB\MODS".
Why is object/weapon import support non-existent at launch??
Will it EVER be available?
literally no documentation regarding...
Cannot Switch to Avatar and preview becomes glitched.
After following all of the steps to make the avatar and import it, once in game when I try to switch to the avatar it wont let me. There's no avatar preview above the screen and when I click confirm, nothing happens. Then, once I try to switch to a new avatar, I see the avatar I created merged with the selected avatar in the avatar preview.
Unsure if this is an issue with the SDK, a bug in Bonelab or an issue on my part but I've seen numerous others have this issue. If anyone has any ideas I'd appreciate it.
Wiki Project Setup Mistake (XR Settings: Stereo Rendering Mode)
It says:
If you encounter issues after building a mod, verify that the rendering mode is set properly: Edit → Project Settings → Player → XR Settings → Set "Stereo Rendering Mode" to "Single Pass Instanced" for Windows builds. (If building for Quest, set to "Single Pass", not Instanced)
which does not really apply anymore. You have to go into: Edit → Project Settings → XR Plug-in Management. There you find Stereo Rendering Mode
but the only options are: Multiview
(default) and Multi Pass Instanced
which work regardless.
guide doesn't make it clear how to enter unity play mode in VR
I don't know how to test the mod without having to build it after ever single change, put it in the quest 2, then open bonelab. This is incredibly time consuming, so I was wondering if there's a more efficient way to test mods.
Skin Weights autoset to 1 bone in-game
I have the character rigged in maya and imported in Unity with the Skin Weight set to "Standard (4 bones)", but after importing the avatar inside the game it appears to be automatically set to 1 bone, probably to lower the the file size? is there a way to avoid that?
invisible avatar only while looking up
Having problems with the avatar culling while looking up. Works fine in the mirror / while looking down, but when doing arm movements / looking anywhere but down the avatar goes invisible. The gizmos are as snug as they can be (excluding the back since it would not fit even at max) and I already tried moving the eyecenteroverride in between the eyes and a distance in front of the eyes.
whenever I attempt to "generate packed assets" in the asset crate Unity either Crashes, or gives me a "IndexOutOfRangeException" error
I have been trying to make a avatar for bonelabs but at the point of generating a preview image it does not work. Attempting with another model works which confuses me more. In blender I tried removing doubles and other stuff to see if it was a mesh problem but that did not fix anything either.
when looking at this error it says something with UnityMeshSimplifer
Invalid Asset Reference
I followed the avatar tutorial and all I'm getting is "Invalid Asset Reference" when trying to create the Crate for my avatar.
I'm used to creating VRC avatar, and the tool isn't verbose at all so I have no idea why this shows up.
Windows Build Support (IL2CPP) module not appearing
The Windows Build Support (IL2CPP) module does not appear on the list of available modules for Unity 2021.3.5f1 or Unity 2021.3.11f1 (I couldn't get a screenshot of Unity 2021.3.5f1 because I already have it installed and it wasn't installed through the Hub, but the module list would look the same as 2021.3.11f1).
This probably has something to do with the fact that I'm running macOS 13 Beta (22A5358e).
Images
Also...
I'm installing 2021.3.11f1 right now because I can't install the Apple Silicon version of 2021.3.5f1 through the Hub, and because of this I can't install any modules on that version. So wish me luck!
Edit: Funny enough, so far I've seen less glitchy behavior on a version of Unity different than the one specified lol
Asset Warehouse NullReferenceException after loading project a second time
This is from a fresh install of the SDK on windows 10 64 bit.
I am not sure if this is due to user error or just some per-chance bug. The log will be pasted below and I will include an image of the aforementioned behavior. But this is currently preventing me from fixing a material issue with the avatar I am trying to prepare.
Error Log from unity:
NullReferenceException: Object reference not set to an instance of an object
SLZ.MarrowEditor.AssetWarehouseTreeView.GetDistinctTagsFromCrates (System.Collections.Generic.List`1[T] pallets) (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/AssetWarehouseTreeView.cs:223)
SLZ.MarrowEditor.AssetWarehouseTreeView.BuildRoot () (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/AssetWarehouseTreeView.cs:76)
UnityEditor.IMGUI.Controls.TreeView+TreeViewControlDataSource.FetchData () (at <1f0be198f5164d2489de92f22c998266>:0)
UnityEditor.IMGUI.Controls.TreeViewDataSource.ReloadData () (at <1f0be198f5164d2489de92f22c998266>:0)
UnityEditor.IMGUI.Controls.TreeView+TreeViewControlDataSource.ReloadData () (at <1f0be198f5164d2489de92f22c998266>:0)
UnityEditor.IMGUI.Controls.TreeViewController.ReloadData () (at <1f0be198f5164d2489de92f22c998266>:0)
UnityEditor.IMGUI.Controls.TreeView.Reload () (at <1f0be198f5164d2489de92f22c998266>:0)
SLZ.MarrowEditor.AssetWarehouseTreeView..ctor (UnityEditor.IMGUI.Controls.TreeViewState treeViewState) (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/AssetWarehouseTreeView.cs:39)
SLZ.MarrowEditor.AssetWarehouseWindow.b__7_0 () (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/AssetWarehouseWindow.cs:40)
SLZ.Marrow.Warehouse.AssetWarehouse.OnReady (System.Action callbackWhenReady) (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK/SLZ.Marrow.Warehouse/AssetWarehouse.cs:111)
SLZ.MarrowEditor.AssetWarehouseWindow.OnEnable () (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/AssetWarehouseWindow.cs:36)
UnityEditor.EditorWindow:GetWindow()
SLZ.MarrowEditor.AssetWarehouseWindow:ShowWindow() (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/AssetWarehouseWindow.cs:396)
ArgumentException when selecting Initialize Overlay in AW Spawner
ArgumentException: Saving Prefab to immutable folder is not allowed: 'Packages/com.stresslevelzero.marrow.sdk/sdk\Editor/Assets/Prefabs/Spawnable Placer (Template).prefab'
Full error log from Unity:
ArgumentException: Saving Prefab to immutable folder is not allowed: 'Packages/com.stresslevelzero.marrow.sdk/sdk\Editor/Assets/Prefabs/Spawnable Placer (Template).prefab'
UnityEditor.PrefabUtility.ValidatePath (UnityEngine.GameObject instanceRoot, System.String path) (at <1f0be198f5164d2489de92f22c998266>:0)
UnityEditor.PrefabUtility.SaveAsPrefabAssetArgumentCheck (UnityEngine.GameObject instanceRoot, System.String path) (at <1f0be198f5164d2489de92f22c998266>:0)
UnityEditor.PrefabUtility.SaveAsPrefabAsset (UnityEngine.GameObject instanceRoot, System.String assetPath, System.Boolean& success) (at <1f0be198f5164d2489de92f22c998266>:0)
SLZ.MarrowEditor.AWSpawnerOverlayToolbar.CreateSpawnablePrefab (UnityEngine.GameObject createPrefab) (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.Editor/SLZ.MarrowEditor/AWSpawnerOverlayToolbar.cs:233)
SLZ.MarrowEditor.AWSpawnerOverlayToolbar.InitializeOverlay () (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.Editor/SLZ.MarrowEditor/AWSpawnerOverlayToolbar.cs:200)
UnityEngine.UIElements.Clickable.Invoke (UnityEngine.UIElements.EventBase evt) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.Clickable.ProcessUpEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.Vector2 localPosition, System.Int32 pointerId) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.Clickable.OnMouseUp (UnityEngine.UIElements.MouseUpEvent evt) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.PropagationPhase propagationPhase) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacks (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.PropagationPhase propagationPhase) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.TextElement.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <f2e1435fec084ff693c649189d4dffd4>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <89d2c0fe37e0454991daf2807b7dcb63>:0)
Feature request: Dynamic Bones
The soft body physics is really nice, but it's a bit frustrating that it's only limited to breasts and butts at the moment. I feel like having some kind of physics/dynamic/wiggle bones is really necessity for creators to be able to truly bring their avatars to life. If it's actually just possible to attach scripts to avatars, and I'm a dumdum because I assumed it wasn't, then let me know.
i have git and no spaces but when i copy package links they give error
i have git and no spaces but when i copy package links they give error that says fatal not in git directory
Clicking "Choose Tags" in Asset Warehouse causes crash
Clicking the Choose Tags button in the Asset Warehouse causes Unity to crash.
Images
Stack Trace
Obtained 89 stack frames.
#0 0x000001aa95b204 in __pthread_kill
#1 0xbe0f0001aa8cb2c8 in abort
#2 0xd438001aa94bb18 in __cxxabiv1::__aligned_malloc_with_fallback(unsigned long)
#3 0xc06f0001aa93ba0c in demangling_unexpected_handler()
#4 0x2c798001aa63f764 in _objc_terminate()
#5 0x795a8001aa94aeb4 in std::__terminate(void (*)())
#6 0xf4058001aa94dc2c in __cxa_get_exception_ptr
#7 0x5f4b0001aa94dbd8 in __cxxabiv1::exception_cleanup_func(_Unwind_Reason_Code, _Unwind_Exception*)
#8 0x20d8001aa637008 in objc_exception_throw
#9 0xd26d0001aba2bc50 in -[NSCalendarDate initWithCoder:]
#10 0xb1790001adcd9334 in -[NSView initWithFrame:]
#11 0x24580001ade8d934 in -[NSNextStepFrame initWithFrame:styleMask:owner:]
#12 0x406d8001adcd71b4 in -[NSWindow _commonInitFrame:styleMask:backing:defer:]
#13 0x88030001adcd6c0c in -[NSWindow _initContent:styleMask:backing:defer:contentView:]
#14 0x85240001ade32158 in -[NSPanel _initContent:styleMask:backing:defer:contentView:]
#15 0x74038001adcd6954 in -[NSWindow initWithContentRect:styleMask:backing:defer:]
#16 0xda2f0001ade3210c in -[NSPanel initWithContentRect:styleMask:backing:defer:]
#17 0xb213000106cd8724 in -[OTNoTitlePanel initWithContentRect:styleMask:backing:defer:]
#18 0x00000106cd8e7c in ContainerWindow::Init(MonoBehaviour*, RectT<float>, int, Vector2f const&, Vector2f const&)
#19 0x00000105aef288 in ContainerWindowBindings::Internal_Show(MonoBehaviour*, RectT<float> const&, int, Vector2f const&, Vector2f const&)
#20 0x00000104819fb8 in ContainerWindow_CUSTOM_Internal_Show_Injected(ScriptingBackendNativeObjectPtrOpaque*, RectT<float> const&, int, Vector2f const&, Vector2f const&)
#21 0x00000305048bc0 in (wrapper managed-to-native) UnityEditor.ContainerWindow:Internal_Show_Injected (UnityEditor.ContainerWindow,UnityEngine.Rect&,int,UnityEngine.Vector2&,UnityEngine.Vector2&) [{0x2a33db220} + 0x90] (0x305048b30 0x305048c30) [0x137d82a80 - Unity Child Domain]
#22 0x00000305048ad0 in UnityEditor.ContainerWindow:Internal_Show (UnityEngine.Rect,int,UnityEngine.Vector2,UnityEngine.Vector2) [{0x2c72f8ec8} + 0x48] (0x305048a88 0x305048adc) [0x137d82a80 - Unity Child Domain]
#23 0x000003051cbdf0 in UnityEditor.ContainerWindow:ShowPopupWithMode (UnityEditor.ShowMode,bool) [{0x2c73d1e88} + 0xa8] [/Users/bokken/buildslave/unity/build/Editor/Mono/ContainerWindow.cs :: 117u] (0x3051cbd48 0x3051cc010) [0x137d82a80 - Unity Child Domain]
#24 0x000003051d34f8 in UnityEditor.EditorWindow:ShowPopupWithMode (UnityEditor.ShowMode,bool) [{0x2c74312b8} + 0x298] [/Users/bokken/buildslave/unity/build/Editor/Mono/EditorWindow.cs :: 565u] (0x3051d3260 0x3051d350c) [0x137d82a80 - Unity Child Domain]
#25 0x000003051d2c3c in UnityEditor.EditorWindow:ShowAsDropDown (UnityEngine.Rect,UnityEngine.Vector2,UnityEditor.PopupLocation[],UnityEditor.ShowMode,bool) [{0x2c7431380} + 0xcc] [/Users/bokken/buildslave/unity/build/Editor/Mono/EditorWindow.cs :: 621u] (0x3051d2b70 0x3051d2ea8) [0x137d82a80 - Unity Child Domain]
#26 0x000003051d26d4 in UnityEditor.PopupWindow:Init (UnityEngine.Rect,UnityEditor.PopupWindowContent,UnityEditor.PopupLocation[],UnityEditor.ShowMode,bool) [{0x2c70d5668} + 0x174] [/Users/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs :: 103u] (0x3051d2560 0x3051d26e8) [0x137d82a80 - Unity Child Domain]
#27 0x000003051d20dc in UnityEditor.PopupWindow:Show (UnityEngine.Rect,UnityEditor.PopupWindowContent,UnityEditor.PopupLocation[],UnityEditor.ShowMode) [{0x2c70d5618} + 0x1c4] [/Users/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs :: 72u] (0x3051d1f18 0x3051d211c) [0x137d82a80 - Unity Child Domain]
#28 0x000003051d1eb8 in UnityEditor.PopupWindow:Show (UnityEngine.Rect,UnityEditor.PopupWindowContent,UnityEditor.PopupLocation[]) [{0x2c70d55f0} + 0x40] [/Users/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs :: 44u] (0x3051d1e78 0x3051d1ec4) [0x137d82a80 - Unity Child Domain]
#29 0x000003051d1e58 in UnityEditor.PopupWindow:Show (UnityEngine.Rect,UnityEditor.PopupWindowContent) [{0x2c70d55c8} + 0x38] [/Users/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs :: 39u] (0x3051d1e20 0x3051d1e64) [0x137d82a80 - Unity Child Domain]
#30 0x0000030519faf4 in SLZ.MarrowEditor.AssetWarehouseWindow:OnGUI () [{0x2a02f90f8} + 0x1534] [/Users/valentinebriese/Documents/Unity Projects/BONELAB Test Mod/Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/AssetWarehouseWindow.cs :: 286u] (0x30519e5c0 0x30519fe8c) [0x137d82a80 - Unity Child Domain]
#31 0x0000030380b24c in UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect) [{0x2c73c5988} + 0x10c] [/Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs :: 449u] (0x30380b140 0x30380b464) [0x137d82a80 - Unity Child Domain]
#32 0x0000030380b088 in UnityEditor.DockArea:DrawView (UnityEngine.Rect) [{0x2c73c4c08} + 0x38] [/Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs :: 388u] (0x30380b050 0x30380b0a0) [0x137d82a80 - Unity Child Domain]
#33 0x000003037fb184 in UnityEditor.DockArea:OldOnGUI () [{0x2c73c4be0} + 0x614] [/Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs :: 380u] (0x3037fab70 0x3037fb1e0) [0x137d82a80 - Unity Child Domain]
#34 0x000003037d4fdc in UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool) [{0x2c76dcee0} + 0x5a4] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs :: 352u] (0x3037d4a38 0x3037d5a70) [0x137d82a80 - Unity Child Domain]
#35 0x000003037d42e0 in UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool) [{0x2c76dd0c0} + 0x2e0] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs :: 695u] (0x3037d4000 0x3037d4428) [0x137d82a80 - Unity Child Domain]
#36 0x00000303943774 in UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool) [{0x2c76dd098} + 0xe4] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs :: 665u] (0x303943690 0x303943794) [0x137d82a80 - Unity Child Domain]
#37 0x00000303943628 in UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool) [{0x2c76dd070} + 0x30] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs :: 658u] (0x3039435f8 0x30394363c) [0x137d82a80 - Unity Child Domain]
#38 0x00000303fe4ee8 in UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool) [{0x2c76dcf80} + 0x90] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs :: 618u] (0x303fe4e58 0x303fe4f3c) [0x137d82a80 - Unity Child Domain]
#39 0x00000303fe4c78 in UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool) [{0x2c76dcf58} + 0x468] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs :: 607u] (0x303fe4810 0x303fe4c98) [0x137d82a80 - Unity Child Domain]
#40 0x00000302c5b2b4 in UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase) [{0x2eec2baf0} + 0xec] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs :: 535u] (0x302c5b1c8 0x302c5b2ec) [0x137d82a80 - Unity Child Domain]
#41 0x00000302c32c7c in UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase) [{0x17fd37190} + 0x54] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Events/EventHandler.cs :: 152u] (0x302c32c28 0x302c32cac) [0x137d82a80 - Unity Child Domain]
#42 0x00000303fe20c8 in UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel) [{0x2f4c702e0} + 0x528] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Events/MouseCaptureDispatchingStrategy.cs :: 92u] (0x303fe1ba0 0x303fe22f4) [0x137d82a80 - Unity Child Domain]
#43 0x00000302c30c28 in UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool) [{0x17fd36e80} + 0xb8] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs :: 383u] (0x302c30b70 0x302c30d88) [0x137d82a80 - Unity Child Domain]
#44 0x00000302c30664 in UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel) [{0x17fd36490} + 0x134] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs :: 347u] (0x302c30530 0x302c30834) [0x137d82a80 - Unity Child Domain]
#45 0x00000302c377f8 in UnityEngine.UIElements.EventDispatcher:ProcessEventQueue () [{0x29fe95658} + 0xe0] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs :: 307u] (0x302c37718 0x302c37930) [0x137d82a80 - Unity Child Domain]
#46 0x00000302c35b30 in UnityEngine.UIElements.EventDispatcher:OpenGate () [{0x2f4dfbc30} + 0x60] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs :: 272u] (0x302c35ad0 0x302c35b40) [0x137d82a80 - Unity Child Domain]
#47 0x00000302c35a70 in UnityEngine.UIElements.EventDispatcherGate:Dispose () [{0x2f4dfbb48} + 0x20] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs :: 76u] (0x302c35a50 0x302c35a80) [0x137d82a80 - Unity Child Domain]
#48 0x00000302c30810 in UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel) [{0x17fd36490} + 0x2e0] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs :: 372u] (0x302c30530 0x302c30834) [0x137d82a80 - Unity Child Domain]
#49 0x00000302c2ff84 in UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode) [{0x17fd36380} + 0xf4] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs :: 223u] (0x302c2fe90 0x302c2ffec) [0x137d82a80 - Unity Child Domain]
#50 0x00000302c2fe20 in UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode) [{0x2f4dfce68} + 0x68] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Panel.cs :: 420u] (0x302c2fdb8 0x302c2fe30) [0x137d82a80 - Unity Child Domain]
#51 0x00000303780b78 in UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel) [{0x2c9cfcab8} + 0x300] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs :: 468u] (0x303780878 0x303780c94) [0x137d82a80 - Unity Child Domain]
#52 0x00000303780630 in UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&) [{0x2c370f340} + 0xc8] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs :: 211u] (0x303780568 0x303780660) [0x137d82a80 - Unity Child Domain]
#53 0x00000303780474 in UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr) [{0x2c9cfca38} + 0x94] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs :: 74u] (0x3037803e0 0x303780508) [0x137d82a80 - Unity Child Domain]
#54 0x00000303780380 in UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr) [{0x29f89fd90} + 0x20] [/Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs :: 28u] (0x303780360 0x303780390) [0x137d82a80 - Unity Child Domain]
#55 0x000003037801e4 in UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) [{0x15259dca0} + 0x64] [/Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs :: 189u] (0x303780180 0x3037801fc) [0x137d82a80 - Unity Child Domain]
#56 0x00000303780280 in (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr) [{0x2c9db2100} + 0x80] (0x303780200 0x303780320) [0x137d82a80 - Unity Child Domain]
#57 0x0000016649590c in mono_jit_runtime_invoke
#58 0x0000016661b6a8 in do_runtime_invoke
#59 0x0000016661b5c8 in mono_runtime_invoke
#60 0x000001050bba48 in scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#61 0x000001050b6bb8 in ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#62 0x0000010519c3c4 in Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent(int, void*, bool*, ScriptingExceptionPtr*)
#63 0x00000105b269b0 in GUIView::ProcessRetainedMode(InputEvent&, GUIState&, int)
#64 0x00000106ce34b4 in GUIView::OnInputEvent(InputEvent&)
#65 0x00000105b25bec in GUIView::ProcessInputEvent(InputEvent&)
#66 0x00000106cf1b60 in -[GUIRenderView handleEvent:]
#67 0x00000106cf2248 in -[GUIRenderView mouseUp:]
#68 0x000001addf3950 in -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:]
#69 0x73588001addf2f50 in -[NSWindow(NSEventRouting) sendEvent:]
#70 0x7e4a0001addf217c in -[NSApplication(NSEvent) sendEvent:]
#71 0xf134800106cddcb4 in -[EditorApplicationPrincipalClass sendEvent:]
#72 0x00000106ce1078 in -[EditorApplication TickTimer]
#73 0x000001ab9af86c in __NSFireTimer
#74 0xf02a8001aaa8b5b8 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
#75 0x35140001aaa8b260 in __CFRunLoopDoTimer
#76 0x676b8001aaa8adb8 in __CFRunLoopDoTimers
#77 0xbc0d0001aaa707a0 in __CFRunLoopRun
#78 0xe81b0001aaa6f8e4 in CFRunLoopRunSpecific
#79 0x50318001b40de2e4 in RunCurrentEventLoopInMode
#80 0xb31f8001b40ddf74 in ReceiveNextEventCommon
#81 0x1d670001b40dde70 in _BlockUntilNextEventMatchingListInModeWithFilter
#82 0x9d2d0001adcc5b94 in _DPSNextEvent
#83 0xf3740001adcc4d24 in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#84 0x732d8001adcb9154 in -[NSApplication run]
#85 0x1d198001adc906c4 in NSApplicationMain
#86 0x1f0b000106cde3c8 in EditorMain(int, char const**)
#87 0x00000106cde700 in main
#88 0x000001aa667e50 in start
Crash Logs
DownloadAssistant.log
Editor-prev.log
Editor.log
MonoDevelop.log
Player.log
Unity.Entitlements.Audit.log
Unity.Licensing.Client.log
upm.log
Some poses break the body gadgets
I found for this avatar with digitigrade legs the gadget for the lower leg is squished completely away. Rotating the joints in the prefab brings them back. I'm not sure if this affects the avatar stats or if it's just visual. I plan on working around this by giving the model a slightly more straight legged pose in Blender.
Note: I have the next bone past the spring as the foot, I tried leaving it blank and setting the foot as the foot but that looks terrible in game.
Avatar knee bone still flipped upside down after weightpainting
Without weight-painting the bones, then you're probably gonna get funky influence results and weird mesh deformations... kinda like what's in that pic. Paint your weights and resubmit if the problem persists. You can move the bones around w/in Blender's Pose Mode to verify things are moving as expected
Originally posted by @Greased-Scotsman in #24 (comment)
Already weight painted everything and confirmed they move fine in pose mode and in the unity editor. I made sure not to modify any of the bones within the unity editor. The issue is that something is causing the knee bone to rotate 180 degrees in the X-Axis in-game. The foot and toe bone remains unaffected, however.
Video of my model in pose mode (I have pose mirroring on): https://streamable.com/72wx2m
Video of my model in the Unity Editor: https://streamable.com/136n0h
Unity Rig configuration: https://streamable.com/9xpxbj
Missing licence
re: https://github.com/StressLevelZero/MarrowSDK/wiki/License
Without a licence, nobody is allowed to use this. See: https://choosealicense.com/no-permission/
Could you please add a licence to this?
Avatar knee bone flipped upside down
My avatar's knee bone is flipped upside down in-game but not in the unity editor. My model didn't come with any toe bones so I extruded bones out of the foot bone for the unity rig to be complete. I didn't weight paint the toe bones.
Video for better context:
https://streamable.com/24cod2
Asset Warehouse Docs buttons leads to internal (private) repository
The Docs button in the Asset Warehouse opens a link to an internal repository that is not public.
I think this is supposed to lead to this wiki page.
Images
Error imporrting Custom-URP package from Github
Spelling mistake in Avatar Crate doc
The document says "Bonelab Avatars use the Unity Mecanim Animaiton System"
it should say "Bonelab Avatars use the Unity Mecanim Animation System"
The wiki doesn't make it clear how to make mods/pallets publicly available
It might be more apparent once I actually use the SDK, I haven't gotten the chance to yet, but regardless I think the wiki should explain that a little.
Incorrect floor level on avatar (solved, needs documentation)
.git files have a shift enter whenever copying link into package manager
Whenever you copy a link in the guide, it adds a shift+enter/empty character, leading unity to throw errors at you.
Skyboxes in level crates glitch
[Request] Add In-game Skeleton overlay to help resolve/debug avatar bone issues.
For a game all about dem bones we sure as hell can't see them and how we can fix/adjust them to function properly ingame.
Would it be asking much to add a bone-view overlay for debugging avatar bone issues such as rotated limbs/fingers randomly cropping up in game? Perhaps have some viewable stats of select bone rotation/position/roll status.
Documentation button leads the user to an inaccessible repo
Most Marrow scripts include a "Usage Info" dropdown that has a button to see the full documentation. However, when clicked, the button leads to the "BoneMods-Internal" repo, which is inaccessible by modders.
Error adding package: All 3 git URLs won't let me download the package
Prefabs folder missing in 'sdk\Editor\Assets'
Due to the missing 'Prefabs' folder we get the following error when trying to follow the wiki:
- Add 'AW Spawner' overlay
- Click 'Initialize Overlay'
ERROR:ArgumentException: Saving Prefab to immutable folder is not allowed: 'Packages/com.stresslevelzero.marrow.sdk/sdk\Editor/Assets/Prefabs/Spawnable Placer (Template).prefab'
This error is fixed by adding back the 'Prefabs' folder, but is a hastle to do in an immutable package.
Any workaround for avatars without necks?
avatar view seeing teeth + head accessory
No window opens after packing pallet, error in console
After packing a pallet, no window opens and the following error is printed in the console:
Win32Exception: Cannot find the specified file
System.Diagnostics.Process.StartWithShellExecuteEx (System.Diagnostics.ProcessStartInfo startInfo) (at <8a7d408b6e6348bc807930dd4bcb7668>:0)
System.Diagnostics.Process.Start () (at <8a7d408b6e6348bc807930dd4bcb7668>:0)
(wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
System.Diagnostics.Process.Start (System.Diagnostics.ProcessStartInfo startInfo) (at <8a7d408b6e6348bc807930dd4bcb7668>:0)
SLZ.MarrowEditor.ModBuilder.OpenFolder (System.String folderPath) (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/ModBuilder.cs:84)
SLZ.MarrowEditor.ModBuilder.OpenContainingBuiltModFolder (SLZ.Marrow.Warehouse.Pallet currentPallet) (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/ModBuilder.cs:109)
SLZ.MarrowEditor.PalletEditor.OnInspectorGUI () (at Library/PackageCache/com.stresslevelzero.marrow.sdk@cf57525691/SLZ.Marrow.SDK.Editor/SLZ.MarrowEditor/PalletEditor.cs:103)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Editor/Inspector/InspectorElement.cs:636)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
It's probably relevant that I am using the Apple Silicon version of Unity 2021.3.5f1 on my M1 MacBook Air.
Unusual Custom Avatar Causing Freezes, Potential Softlock
I'd like to report a bug I've not seen anywhere else.
Platform: Quest 2
One certain custom avatar I created is loading perfectly fine in the bodylog. It does not have the common weird overlapping-other-models issue at all. Once I try to switch to it, whether by the cord or the apply button, the game freezes and gets all glitchy (see screenshot), and after about 30 seconds it reloads me into the hub before freezing again. Rebooting the game softlocks you out of that save unless you have the cord and switch characters before loading back in.
I have a video recording and the Unity project I'd like to share. Wish the game would just crash so I could get a log...
[Request] Provide reccomended mesh parameters for avatars
I'm currently struggling to get an avatar model imported from blender functioning ingame and i'm not sure if its due to my export settings or what, given i've followed the instructions. So I'm assuming it's model related.
So could there potentially be a list of do's and don'ts for our .fbx exports? Are Leaf bones okay? Should we use fbx units scale or blender scaling? Polygon counts? Bounding box sizes? That sort of stuff.
Wiki Request: Sound Effects
There is currently no documentation for sound effects or how the MarrowSDK uses audio for avatars. The wiki could use a section going over requirements for audio.
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