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Error with Custom assets

Alien 10 jaar geleden bijgewerkt door Daedalus 9 jaar geleden 8
I can generate a basic 3d mesh map with the provided default assets as well as the demo sci-fi scene without issues.

as soon as I try to swap out the prefabs or create my own Map, add the scripts, etc.  as soon as I hit generate I get this error and nothing is generated.

Image 3

Error:
Exception: Exception of type 'System.Exception' was thrown.
DebugUtils.Assert (Boolean condition) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:12)
DebugUtils.Assert (Boolean condition, System.String message, UnityEngine.Object context) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:25)
DebugUtils.Assert (Boolean condition, System.String message) (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Utilities/DebugUtils.cs:18)
Meshes3DPhysicalMapBehaviour.MeasureTileSize () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/PhysicalMap/Meshes3D/Meshes3DPhysicalMapBehaviour.cs:53)
Meshes3DPhysicalMapBehaviour.MeasureSizes () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/PhysicalMap/Meshes3D/Meshes3DPhysicalMapBehaviour.cs:41)
GeneratorBehaviour.Generate () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Scripts/Generation/GeneratorBehaviour.cs:115)
GeneratorBehaviourInterface.OnInspectorGUI () (at Assets/PurchasedAssets/Tools/Daedalus_Core/Editor/Daedalus_Editor/GeneratorBehaviourInterface.cs:102)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/BuildAgent/work/d63dfc6385190b60/Editor/Mono/Inspector/InspectorWindow.cs:1089)
UnityEditor.DockArea:OnGUI()



I am running unity 4.6 beta, but the default stuff works, so I would assume other normal assets would as well.

I have reset the assets I purchased to make sure there is a collider on them and that they were prefabbed in the correct direction and at zero space.  didn't seem to make any difference.
any help would be appreciated.

here is a shot at the assets im trying to use.

Image 4
I should also point out, that when I try to swap out the prefabs in the scifi demo, both my prefab and the provided sci-fi prefab get generated, even though I have replaced all the stuff in the inspector with my own asset.

Under review
Daedalus uses the first object of a prefab's hierarchy (e.g., the "father") to check the mesh bounds and size; for example, if you have a floor prefab, make sure that the first object of the hierarchy is the floor mesh itself.

Also, if using StandardMaps, make sure that Wall size + Column size = Floor size.

Let us know if this helps.
so if I have a prefab made of a number of meshes, then I cant use the product?

for example, the column and wall is made of 2 or 4 parts each.  the top prefab doesn't have a mesh.  if I make one of the mesh objects the parent prefab, it's only 1/4 of the total mesh.  assume this would be a problem as well?  will try it out later tonight.
Nope, you can have any number of elements in the hierarchy, the only caveat is that you keep the mesh with the correct size on top of the hierarchy. Have a look at how the default prefabs (or the graphic assets included in the package) were made.
ok so I cant have 4 part mesh like this in a prefab.  I would need to do some mesh merge or something.

Try this:
- create a Unity cube primitive with the correct total size, set rotation and position to 0
- delete the Mesh Renderer and Box Collider component in it.
- put the floors inside the cube
- set a name for the cube and save it as prefab
That worked thanks.