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Discussion in 'Assets and Asset Store' started by roryo, Jun 4, 2015.
Thanks for sussing this out, @Antony-Blackett - I will tackle this tomorrow....
New video tutorial: Make 'SMART MODELS' with Turtle Scripting
Add internal logic to ARCHIMATIX parametric and runtime models
I forgot to post this…
I added Quick Reference pages on the community website for AX turtle script and mathf.
Can you send me the source code, thank you !
mail : email@example.com
And no two exactly alike! Brilliant!
Would be fun to see with some trees and paths added, but as is has the feel of a unique, expansive world.
I switched over to Unity 2019 and it tripled the frame rate…
Batching is apparently much improved over 2018.
ok trees… but they're ax-placed trees….
Nice! I thought Ax wasn't really batching friendly? Have I missed something?
idk… tbh, I can't recall who said it wasn't good at batching…
I was getting around 45-55fps in Unity 2018.4
Same scene is well over 185fps in 2019.3
the generation of the AX models isn't any faster (cpu), and there's about a full minute after all the houses have built where I'm getting around 55fps (same as 2018) then Unity decides it's fine and ramps up to 185fps and stays there, no matter how many polys are in the frustrum (if I look at the ground it goes to like 500fps which never happened in 2018…
I'm not adding anything, and all the geometry is static. I've watched the profiler when it happens but, idk what tips it… (would like to avoid that initial slowdown, or speedup the whatever). It's night-and-day difference.
Could it take that long to move everything onto the gpu?
Don't think I'll be using 2018 anymore tho.
I also had the impression that batching was working better in 2019.3, but I can't find any documentation to support that, even going back through 2019.2 and 2019.1 release documentation.
If it really is working better, maybe there was a bug in 2018's version and it got fixed ...?
Any optimization tips for me? or is because I am running Unity 2020 ?
I make any changes in the controls and it crawls.
ie change extrude height from 5 to 10 and it crawls and resizes when I type 1 (at least 3 seconds) and again when I type zero!
Haven't used it in awhile and cant remember this slow.
By the way this is a gaming computer
On the model inspector (not the graph) you can turn off the automatic rebuilding… that might help, at least to prevent Unity slowing down just while typing parameters.
I haven't used 2020, I've sworn off betas, so no personal experience there.
I ended up resetting the layout to factory.
Not sure why it fixes it but it did
A wee little flyby of my recreation of Stonehenge for my AR game Just Popping Bubbles AR. Made possible with AX
if i save a Group to the Library and open it via the library, some values are resettet to 0, for example the height of an extrude : /
Is it possible to change the Start Position of the AXModel. If i create a new Model it starts at 0-0-0. I want to create a free curve and then use a Terrain Deformer. But its hard to create good Results when the Start Position is 0-0-0. If i Move the Object and change the Transform the Results are wrong or i get an Error because the Curve might appear out of the Terrain Range.
Howdy, I was trying to implement your modifications to let the prefab instanser create real prefabs and not clones, and at first it worked with some prefabs i already made, but afterwards whenever i try to use a repeater the program freezes. I made sure to replace all the instances of GameObject.Instance with the new script's GameObjectInstanceHelper.Instance and nothing errors out, but it just freezes. Any chance you could upload a working version of the files or go into a bit more detail about the process of making it work and avoiding the freezing error?
Ack, nevermind, i was sloppy and did a find/replace and overwrote the actual helper script's code and got it stuck in an infinite loop. that was on me. Thank you for the script!
I love Archimatix, I really do, but there is one thing that drives me crazy each time: I find it SOOOO hard to use the handles on break GEO/Norms. Please @roryo can you make them bigger and easier to grab? You would have my sincerest gratitude!
Now that's a request I should be able to take care of quickly!
Submitting the latest version of AX to the AssetStore tomorrow featuring the new node, ContourExtruder, coming out of beta.
Here is an example of ContourExtruder combining a simple plan and section:
Wow, cool. That’ll be super useful for me
Wow, that will come in handy!
Awww, that would be so awesome (dancing)!
Can u pls give me some advice how to connect/disconnect an output of a shape node to a shapemerger node in code. I found there is a List<AXShape> shapes in AXParametricObject class. And the AxShape class has List<AXParameter> inputs; which has some AXParameter items when shapes are connected to Shapemerger. Not sure if its ok just passing the "Output Shape" AXParameter of Shapenode to the inputs list of shapes list item of shapemerger. Or maybe there is a method to do this? did not found any yet. Some code example would be nice.
i found a AxParameter.makeDependentOn(AxParameter p) method in AxParameter . Is this method enough to link parameters?
My game rely on a heavyly customized version of Curvy( old, I think 1.6) for motions on a constrained path.
I would like to rely on Archimatix for the road generation, where would I look to code a custom node that accept a Curvy spline instead of the internal one?
Anybody already did it?
Does the new Curve3D works only with the curvesweeper and not with regular nodes that accepts shapes?
It seem that curvesweeper have the same issues as my current 3D extrude tool, when the curve make a sharp turn, the polygons generated intersect with each other if the input shape is too large.
With 2d plans this doesn't happen, is it possible to fix it?
I built the skyplatform demo part #1. I noticed the end cap extrusion didnt copy the rounding from the previous effort. I upgraded to Ax 1.2.7 and now my scene objects dont show/render but the handles and pink outlines do show?
I could easily rebuild the demo but this would not be acceptable in a production dev.
I can not supply a screen shot as nothing shows.
Has this been implemented yet? I really need this feature.
new longish AX tutorial about building 'scene level' scale models.
What did you used for facial capture?
Oh snap expensive iphone requirement, i hope to find an android version...
It's very good though, you translated the data very well too, good job!
Chains ropes and wires
Equals flex tube for wire harnesses.
Great Wall on terrain
Door and windows cut from a plan wall
I want to kindly ask you if you could integrate that marvelous code lines from @MPM in your new builds?
As of 1.2.8 I still have to manually change those lines since I am using an international keyboard and the float complications between "." and "," are really annoying. They don't allow the use of library objects because the conversion errors mess up everything. I've attached the changed functions for your convenience.
Thanks a lot!
Tried to upgrade my archimatix project to new unity 2020.2 beta and got lots of errors like this:
Assets/Archimatix/Scripts/Editor/GeneratorHandlers/ShapeHandlers.cs(452,13): error CS0117: 'Handles' does not contain a definition for 'SphereCap'
Not sure if the fix is as simple as changing those to Handles.SphereHandleCap and so. Can test later if I have some time.
Create Runtime Controller : read and set parameters, and rebuild the model via script, Bolt, Playmaker, and Unity's UI events
Btw. Seems to work fine on Unity 2020.2 beta, when fixing those SphereCap etc. handles. Wasn't so simple as just find and replace as there was some changes in method signatures too, but nothing too problematic.
I have noticed that first time in a session Ax seems to exhibit small failures then at some point it works then there are no more problems. A red rebuild lockup does seem to occur randomly when connecting relationship noodles. Also it is better to work moving and scaling models in the Ax graph than in the inspector. I ran across where I scaled an Ax model up in the inspector and the handles got huge.
There is a webpage that shows the open / closed portions of the plan repeater.
I have run across it innumerable times and now I can not find it in Archimatix.com or the community site.
Anybody have a clue?
Found it: https://archimatix.com/nodes/plansweep
I was stuck on repeaters but needed end caps.
Modular 3-Room House with Contour Node rooftop
I really appreciate your tutorials. Thanks!
I don't know if there's anything tricky about combining variable Archimatix models with standard models, but if so that might be a good topic. Like, I'd want to have variable townhouses and business buildings, but with some pieces like lighting, awnings, signage, air conditioners, vents, solar panels, whatever added to the models.
Breaking Glass node: free on the AX community discord
it should be fixed. I have the same problem.
Nice. That's handy.
Now you just need to put a cork in it.
Any one with pointers on how to make a string of gameobject like this or maybe along a custom spline? Thx!
Oops, mine is going the wrong way…
I used a rectangle into a 2D linear repeater:
Isosceles triangle and the linear repeater into a shape merger.
one of the outputs into a polygon:
route the polygon into a plan deformer, deformed by a circle with high segs (60)
Adjust the trans_X on the polygon to slide the shape around the circle.
I've adjusted the triangle and the repeater size to match the circle's circumference.: