![]() The issue with textures is that you can only upload the entire texture to the GPU and not a small part. Yes TC2 worked with 2017.3, and I tested TC2.6 in 2017.3īasically the splatmap is a Texture2D. ![]() Yes strange indeed it happens in the compute shader and probably the value is invalid, as 0 would make it grass. Now it applies the random rotation to the local axis. I've added this improvement in the TC2.6 update. It might be that it is needed to avoid some GPU executing it anyways because of ineffective branching. I will contact Unity about this as I think this might not be correct as (in the case of TC2) there can be conditionals in a compute shader to use a property or not, and this forces us to assign every property even if they aren't used based on certain conditions. I basically get a bunch of Dispatch errors (protection errors) where things actually should work fine. > Shaders: ComputeShader.Dispatch now validates if all the properties are valid. I looked into Unity 2018.1 beta and this seems to have an issue with this improvement feature: If everything is fine I will submit it tomorrow to the Asset Store. * Angle node gave invalid result on steep angles. * Object spawning random rotation applied to local axis to keep alligment with terrain angle if enabled. Sorry for the delay, beside preparing our crowdfunding campaign for Drone I also had to convert WorldComposer to C# since Unity stops supporting Unity script, I have this done now and submitted it yesterday. The skipped can happen on many nodes, and is totally random. If I continue edit or mannually regenerate the map, the result may return to correct state. E.g., there is one splat layer for none grass texture painted over the grass texture, and I might see the the whole land is covered by grass texture, and the detail grass which was controlled by splat also grown everywhere. Thridly, if Auto generate is enabled while editing, random node may be skipped temporarily during generation. If I show/hide the disappered node by click the eye icon, it might recover. Secondly, Node thumb picture often disapper, showing a black map. (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:255) (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:288) (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:295) (System.Object obj, System.Object parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) (System.Object obj, BindingFlags invokeAttr, binder, System.Object parameters, culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) ![]() Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. (System.Object obj, BindingFlags invokeAttr, binder, System.Object parameters, culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) TerrainComposer2.TC_NodeWindow.OnGUI () (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:143) TerrainComposer2.TD.Init () (at Assets/TerrainComposer2/Scripts/Editor/TD.cs:214) NullReferenceException: Object reference not set to an instance of an object UnityEngine.GUIUtility rocessEvent(Int32, IntPtr) TerrainComposer2.TC_NodeWindow:OnGUI() (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:143) TerrainComposer2.TD:Init() (at Assets/TerrainComposer2/Scripts/Editor/TD.cs:212) UnityEditor.AssetDatabase:LoadAssetAtPath(String, Type) Invalid AssetDatabase path: /GUI/Cards/Select_Card_Header.png. I got warnings & errors when I opened an existed TC2 scene, as follow:
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