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An Update on Substance Format Support in Unity

Discussion in 'Import Formats & External Tools' started by ans_unity, Dec 19, 2017.

  1. jingge

    jingge

    Joined:
    Jan 17, 2014
    Posts:
    1
    Export Substance Materials In Unity AssetBundles Erorr!!

    Unknown Assembly Substance.Game
    UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget)
    AssetBundleBrowser.AssetBundleDataSource.AssetDatabaseABDataSource:BuildAssetBundles(ABBuildInfo) (at Library/PackageCache/com.unity.assetbundlebrowser@1.7.0/Editor/AssetBundleDataSource/AssetDatabaseABDataSource.cs:87)
    AssetBundleBrowser.AssetBundleBuildTab:ExecuteBuild() (at Library/PackageCache/com.unity.assetbundlebrowser@1.7.0/Editor/AssetBundleBuildTab.cs:359)
    UnityEditor.EditorApplication:Internal_CallDelayFunctions()
     
  2. AcuityCraig

    AcuityCraig

    Joined:
    Jun 24, 2019
    Posts:
    36
    Hello,

    I am trying to do a Unity Cloud Build to iOS on an AR Foundation project with Substance. Prior to the latest release (2.4.4 was what I had) I was able to get good iOS builds but now I get the following error:
    ❌; ld: bitcode bundle could not be generated because '/BUILD_PATH/<PROJECTPATH>/Libraries/Allegorithmic/Plugins/Substance/iOS/libSubstance.Engine.a(S00_EntryPoints.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64
    286: ❌; clang: error: linker command failed with exit code 1 (use -v to see invocation)
    287: ▸ clang: error: linker command failed with exit code 1 (use -v to see invocation)

    If I remove substance I get:
    ❌; Undefined symbols for architecture arm64
    264: ❌; ld: symbol(s) not found for architecture arm64
    265: ❌; clang: error: linker command failed with exit code 1 (use -v to see invocation)
    266: ▸ clang: error: linker command failed with exit code 1 (use -v to see invocation)

    if I build in XCode (with or without bitcode enabled) I get:
    Undefined symbols for architecture arm64:

    "_cppCheckDimensions", referenced from:

    _NativeFunctions_cppCheckDimensions_m23DCDF6EBB913EA779654085FCDEB3F2A684D9E4 in Substance.Platform.o

    (maybe you meant: _NativeFunctions_cppCheckDimensions_m23DCDF6EBB913EA779654085FCDEB3F2A684D9E4)

    ld: symbol(s) not found for architecture arm64

    clang: error: linker command failed with exit code 1 (use -v to see invocation)


    ANY help on this is much appreciated.
     
  3. HaimBendanan

    HaimBendanan

    Joined:
    May 10, 2016
    Posts:
    28
    @AcuityCraig I have the same problem (when building locally on a mac). Did you found a solution?

    Undefined symbols for architecture arm64:

    "_cppCheckDimensions", referenced from:

    _NativeFunctions_cppCheckDimensions_m14247FD7FD30B3458B666334D27EB16749B6F7B2 in Substance.Platform.o

    (maybe you meant: _NativeFunctions_cppCheckDimensions_m14247FD7FD30B3458B666334D27EB16749B6F7B2)

    ld: symbol(s) not found for architecture arm64
     
  4. AcuityCraig

    AcuityCraig

    Joined:
    Jun 24, 2019
    Posts:
    36
    @HaimBendanan no I have not. I made the decision to wipe substance from the project, remove its scripting defined symbols from the build settings (player settings > Other settings) and move on to other things till I get some kind of an answer.
     
  5. AlessioRegal

    AlessioRegal

    Joined:
    Feb 4, 2014
    Posts:
    8
    hopeful likes this.
  6. chenquanjun

    chenquanjun

    Joined:
    Aug 23, 2017
    Posts:
    1
    Same problem. Now i cannot build ios app....
     
  7. ARQueue_Du

    ARQueue_Du

    Joined:
    Jun 27, 2019
    Posts:
    2
    I'm encountering the same issue. Failing in Xcode.
     
  8. wesm

    wesm

    Allegorithmic Community Manager

    Joined:
    Feb 24, 2014
    Posts:
    303
    Hello,

    I'm very sorry for this late reply. I missed these notifications on this post. Totally my fault.
    We do have this issues resolved in our upcoming 2.5.1 update.


    Cheers,
    Wes
     
    Last edited: May 14, 2020
    Marco-Sperling and mcbauer like this.
  9. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,047
    wesm

    I use Unity 2018.4.20f but please look at below pic why it looks like this when I get close to wall? (It happens for all materials from substance database)
     

    Attached Files:

    • ISPS.jpg
      ISPS.jpg
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  10. fuzzy3d

    fuzzy3d

    Joined:
    Jun 17, 2009
    Posts:
    111
    Hi, I tried to import version 2.5.4 into the newly created projects 2020.2 and 2021. Several times. I always got this message:
    Failed to extract Substance.Editor.InspectorSubstanceImporter class of base type UnityEditor.Experimental.AssetImporters.ScriptedImporterEditor when inspecting Assets/Allegorithmic/Plugins/Substance/Substance Engine/Editor/Substance.Editor.dll
    UnityEditor.AssemblyHelper:ExtractAllClassesThatAreUserExtendedScripts (string,string[]&,string[]&,string[]&)

    I cleared the asset store cache and downloaded the plugin again, repeat. Architecture set to x86_64. Do you have any advice?

    Edit:
    Unity 2020.2.1f1 works despite error messages (manual copy .sbsar files).
    Edit:
    Substance materials appear to be incompatible with path-tracing?
    Edit:
    Unity material created from Substance is HDRP/LitTessellation. This shader does not appear to be compatible with path-tracing. If I change shader to HDRP/Lit, works fine.
     
    Last edited: Dec 30, 2020
    syscrusher likes this.
  11. syscrusher

    syscrusher

    Joined:
    Jul 4, 2015
    Posts:
    1,083
    I've had the same error (and in the same two Unity versions) and have found that my Substances still work despite the error, although occasionally I need to reimport a .sbsar file. Newly-imported .sbsar files seem to be okay for me. I've never needed to clear the asset cache, however.

    I'm not using path-tracing in my current project, so I can't comment on that aspect.
     
    fuzzy3d likes this.
  12. wesm

    wesm

    Allegorithmic Community Manager

    Joined:
    Feb 24, 2014
    Posts:
    303
    Hi,
    Thanks for reporting this issue. The devs are looking into this error message. For the path-tracing we need to take a look. Could you please post this support question in our thread here. https://forum.substance3d.com/index.php?board=6.0. I can then have the devs and our QA reply to your question.

    Thanks!
    Wes
     
    fuzzy3d likes this.
  13. Gagan25

    Gagan25

    Joined:
    Jun 2, 2017
    Posts:
    4
    Hi,

    I am using sbsar files with 2k resolution for maps in untiy3d. The number of sbsar files loaded in a scene will vary. There can be chances that 8 to 10 sbsar files are loaded in scene simultaneously. I want to achieve below things -

    1. I want to optimize the use of substance in unity3d so that application can run without any issues. Currently with 2k textures, whenever I change any values of sbsar file (eg. normal intensity), it takes around 8 to 10 seconds to show the effect and also a lot of cpu power. In some cases the application freezes and crash.

    2. I have to bake the maps for all sbsar files in a folder by running a loop that goes through all textures of all graphs at runtime once all the tweaking is done. This process is taking a lot of cpu power and memory. I want to optimize this process. I have checked the substance in unity api but have no clue how I can optimize it using 2k textures.

    Please suggest and help me to optimize it.
     
  14. fuzzy3d

    fuzzy3d

    Joined:
    Jun 17, 2009
    Posts:
    111
    Thanks for reply.
    - I think this is unity problem, not adobe (LitTesselation shader not supported by path-tracing). Path-tracing is not (yet) common mode.
    Substance materials looks great in unity!
     
    Last edited: Jan 7, 2021
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