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Thank you! With this I think all my issues have been solved. At least until I start working with crossings, but we're still at the demo stage of...
Here's a code that causes the error! :D Vector3[] nodes = new Vector3[7] { new Vector3(300f, 47f, 7300f), new Vector3(350f, 47f, 7310f), new...
That was only a simplification. I basically copied yours and rewrote it with no consideration for context. I have a variable that keeps track of...
It works! This function will be a great help! :D An exception though, it only works on the roads that don't have mechanical issues. The roads...
No, it's true. The road network exists before the terrains are created. But GetTerrainData() updates the road network so that it knows about the...
That's great! GetTerrainData() works. So if this already existed, then what was the refresh function you were adding in the next build going to...
Do you have any ideas as to how I can exorcise the ghost terrain? From what I can tell it shouldn't exist. Ah, sorry, I forgot to answer that...
No, there should be terrain available. In the test scene I don't delete the lowest tile level either, so there should always be some terrain...
Hello again, Raoul. I'm here to bother you again. :p First, here's a picture before I describe my problem. [ATTACH] You can probably see the...
I had trouble with the unmodified heightmap being saved when I saved the terrain to asset bundle, but it appear that we're saving the TerrainData...
Is the TerrainData in the ERTerrain component the same or different from the TerrainData in the Terrain component?
Sadly, it's too complex to simplify and send. It's not even scene specific code. I did make a test scene just to test the road specific part of...
The roads work now so I tried the asset bundle creation again, but I'm still getting the original error with a gameobject having been deleted but...
Allow me to get back to you on that later. I've been running some test code in a test scene to see if I can do the thing I was trying to do...
BuildRoadNetwork() is the one that I call. It in turn calls DoBuildRoadNetwork(), at least according to the stack trace. I don't call...
The exception isn't necessarily thrown in the DoBuildRoadNetwork() function itself. It could be thrown in some underlying function, but I don't...
The rest of the error message just said where the function was being called, since it's a stack trace. Basically something like so:...
The error looks like this: [ATTACH] I didn't have much time yesterday when I posted about the error. I will conduct more tests today. As for a...
I'm now trying to alter our asset bundle workflow (the one where we turn finished terrains into asset bundles for faster loading speeds) to...
I just remembered that getting roads by name is not going to be useful to me as several roads are going to end up with the same name. This could...