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Official Book of the Dead: Environment

Discussion in 'Assets and Asset Store' started by torbjorn, Jun 20, 2018.

  1. torbjorn

    torbjorn

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    Personally I don't know, maybe someone from the community does. However, the assets are not authored for use with SpeedTree shaders in mind.
     
    VavylonaEntertainment likes this.
  2. torbjorn

    torbjorn

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    That is correct.
     
  3. AndrewAssetStore

    AndrewAssetStore

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    Yes, you are able to use Asset Store products, including Book of the Dead, in a movie. The "interactive" wording was recently removed from our terms, so a traditional digital movie allowed.
     
    chelnok likes this.
  4. weyseal

    weyseal

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    I have a Macbook Pro 2014. I imported all the assets into a new project but nothing is being rendered. I guess my computer isn't supported, right?
     
  5. torbjorn

    torbjorn

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    A copy of your editor log would help investigate. https://docs.unity3d.com/Manual/LogFiles.html
     
  6. weyseal

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  7. torbjorn

    torbjorn

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    By looking at the logfile, it looks like your computer should be able to run the package.

    The project does, however, not run on 2018.2 beta6. A final build of 18.2 is required, and since you're on macOS you'll be wanting to get a recent one like 2018.2.10+. So upgrading that is a good first step.

    (It also looks like there was a lightmap bake started? if you tried to rebake any of the provided scenes you might want to re-import the scenes and lighting data from the project package)
     
  8. weyseal

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    Thanks @torbjorn, I'll work on these later today. I've now deleted the gist because it contained my email address and possible other personal data.
     
  9. ftejada

    ftejada

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    Hi @torbjorn !!!! Are there plans to solve the problem that the Play can not be executed in the Unity editor under Windows 7? or is it something Unity should fix?

    Because I remember that with the beta version and the original version of Book of Dead if it worked under Windows 7

    regards
     
  10. torbjorn

    torbjorn

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    ftejada likes this.
  11. YousofAlgburi

    YousofAlgburi

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    Is There a way to implement the first person character in a HDRP separate project? I've made it pretty far, but then it keeps saying name space "hapki" could not be found. Keep in mind that i Implemented "HapkiLibs"
     
  12. KnifeDagger

    KnifeDagger

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    So I recently downloaded this asset, and love it but came to two main issues.
    1. I can change the skybox, when ever I try adding a new one it instantly goes back to the old one and I've tried looking for the problem but can't seem to change it without other things getting ruined

    2. I can't really seem to find a good way just get the environment models and materials without errors

    If anyone could help me that would be great and I'm sorry if the solutions are simple, I'm still new and am grateful for the support.
     
  13. hungrybelome

    hungrybelome

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    Please, I'd like to know this as well!
     
  14. bob7777

    bob7777

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    I just imported the project .. and no matter what I do I can not view it .. what am I doing wrong?
     

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  15. torbjorn

    torbjorn

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    What do you get if you go Tools->Load Book of the Dead: Environment?
     
  16. torbjorn

    torbjorn

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    1. HDRP overrides the skybox material so you can't set that manually in lighting settings. The visual sky in this project is set by the AtmosphericScattering object, though (see towards the bottom)

    2. Which errors are you experiencing? Generally speaking they should just-work if you export them from this project to a unity package and then import them in a different HDRP project (leave out all code/shader dependencies).
     
  17. afterwise_

    afterwise_

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    If you have copied everything from the original project, make sure the asmdef dependencies are set up correctly in Gameplay.asmdef (make sure it matches the one from the original project). The "references" list should include Hapki.Interpolation and Hapki.Solvers.
     
  18. Lakwena

    Lakwena

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    When I try to import it from asset store it says, "Nothing to Import! All assets from this package are already in our project". I started on a new project but it still says that. I am using unity 2018.2.0
     
  19. torbjorn

    torbjorn

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    Do you have an editor log file from such a failed import attempt? (https://docs.unity3d.com/Manual/LogFiles.html)
     
  20. NapalmRain

    NapalmRain

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    Hello!
    I created new empty project. Go to Asset Store and imported Book of the Dead: Environment
    When Unity was started i got Error:
    'Min' is an ambiguous reference between 'UnityEngine.Rendering.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute'

    Ok, it's not a problem, i just change it

    [Min(0.1f)]
    public float focusDistanceWalk = 10f;

    to
    [UnityEngine.Min(0.1f)]
    public float focusDistanceWalk = 10f;

    But then i opened simple scene and get new Error:

    Assets\Code\QualitySelector.cs(14,10): error CS0246: The type or namespace name 'LayerCulling' could not be found (are you missing a using directive or an assembly reference?)

    And very many warning, and that what i see in Scene:


    I apologize, maybe i wrong, but i thing it's not seriously. Book of the Dead called like TUTORIAL project.
    Well, now this is very good tutorial How to fix legacy bugs.
     
  21. torbjorn

    torbjorn

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    It wouldn't hurt to have a little more information.. like a log file, or at least an image of the entire editor. But it sounds like you might be using a 2018.3 beta build? The project works with 2018.2.xf, and won't be upgraded to 18.3 while it's still in beta.
     
  22. YuriyPopov

    YuriyPopov

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    Hi again,
    So I finally got around to doing this. I ported all relevant methods and callback attributes. Meaning I managed to get the atmospheric scattering to compile. Then I add the proper shader to the big bad sphere and add the component to a gameobject and the scaterring sun component to my directional light but nothing seems to happen. Any idea what I might be missing ?
     
  23. torbjorn

    torbjorn

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    Did you add AtmosphericScatteringDeferred to your camera?
     
  24. YuriyPopov

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    Yes and I copied all other settings l8ke the clear flags etc.
     
  25. AdamLacko

    AdamLacko

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    If I may ask, is there any way to, sort of, "port" customized vertex animation (wind effect) part of Book of the Dead HDRPLit shader into HDRP version 4.x.x? Or is there something that does not allow this at all?
     
  26. torbjorn

    torbjorn

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    Maybe share a repro?
     
  27. torbjorn

    torbjorn

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    Nothing prevents it. Try searching the code for blocks tagged
    Added vertex animation
    and
    Tree occlusion
    .
     
  28. YuriyPopov

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    Last edited: Oct 23, 2018
  29. torbjorn

    torbjorn

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    Just push it alongside the project and reference it in the project using the
    file:
    scheme
     
  30. YuriyPopov

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    Ah yes I Pushed it alongside the project but forgot the reference. Hold on.

    Edit:
    Should be fine now.
     
    Last edited: Oct 23, 2018
  31. torbjorn

    torbjorn

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    So the main problem is that you're not actually registering or invoking any of the custom callbacks. You need the
    HDRPCallbackAttribute.ConfigureAllLoadedCallbacks()
    call to register the callbacks, and then you need to actually invoke the callbacks at suitable places during the frame. Look for
    OnBeforeCameraCull, OnPrepareCamera, OnBeforeForwardOpaque
    in BotD HDRenderPipeline.cs. In addition, you should disable sky/fog in the scene settings visual environment.
     
  32. HeavyMix3

    HeavyMix3

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    Yes it's all fresh, and i'm always getting the same errors again and again about kernels and so
     
  33. torbjorn

    torbjorn

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    Do you have an editor log file to share?
     
  34. YuriyPopov

    YuriyPopov

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  35. the_gaffer

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    Hi!

    I keep getting the error "[14:47:16] Platform Mac OSX 10.13.6 with device OpenGLCore is not supported, no rendering will occur"
    and believe it or not it won't render.

    I'm running an Early 2011 MacBook Pro, do you have any suggestions?

    Thanks!
     
  36. torbjorn

    torbjorn

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    HDRP doesn't support OpenGL. Is there a reason your editor is running OGL instead of Metal?
     
  37. Javi89sv

    Javi89sv

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    hi all,

    I have this problem when I try descompress the asset
     

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  38. the_gaffer

    the_gaffer

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    Hmmm... I don't know how to switch from OpenGL to Metal. How would I do that? When I open up Project Settings PlayerSettings the "Graphics APIs for Mac" are set to Metal. I don't know if that means anything...
    Thanks so much for the help!
     
  39. torbjorn

    torbjorn

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  40. Javi89sv

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  41. torbjorn

    torbjorn

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    Thanks. So this is one is a bit tricky because the error message Unity log is fairly generic.

    There's a number of reasons unpacking the downloaded package could fail. On windows, this is a fairly common one:

    HDRP contains some really long path names that can cause the package to not import properly into projects located in deep folder hierarchies. If you encounter this error message while importing the package, please try moving the project you're importing into closer to the root of your drive and import the package again.


    But it could also be that your temp folder (which presumably lives somewhere on your C drive) runs out of space while decompressing.

    Or that the downloaded file is somehow damaged or corrupt (if you don't want to just re-download it you can test the integrity of the downloaded file by opening the unity package in 7-zip and running the test command on it "%AppData%\Unity\Asset Store-5.x\Unity Technologies\Unity EssentialsSample Projects\Book Of The Dead Environment.unitypackage").
     
  42. the_gaffer

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  43. TerraUnity

    TerraUnity

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  44. SBS_User

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    Hello guys :) I have problem with HDRP + Book of dead. i am using unity 2018.2.6 and when i import book of dead in HDRP project nothing is visible and all other asset are disappeared too. has anyone faced this kind of problem ?
     
  45. glorfinder

    glorfinder

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    Okay, I've given up on trying to make this work. I've tried on multiple versions but it will not render anything and shows a lot of errors that are not even consistent except for
    ArgumentException: Kernel 'KMainTopRight' not found. UnityEngine.Experimental.Rendering.TexturePadding..ctor (UnityEngine.ComputeShader cs) (at /AppData/Local/Unity/cache/packages/packages.unity.com/ com.unity.render-pipelines.core@2.0.6-preview/CoreRP/CoreResources/TexturePadding.cs:20)
     
  46. torbjorn

    torbjorn

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    Hi. AFAIK your 6750M GPU doesn't have Metal drivers available, so I'm afraid you're out of luck when it comes to that particular computer and anything-HDRP :(
     
  47. torbjorn

    torbjorn

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    neoshaman likes this.
  48. the_gaffer

    the_gaffer

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    Shucks! Thanks for helping me out!
    I just picked up a used MacBook Pro (Retina, 13-inch, Late 2012) hoping it could run BOTD.
    I'm getting the alert "Metal: Compute shader (ComputeGgxIblSampleData.ComputeGgxIblSampleData) has 534 threads in a threadgroup which is more than the supported max of 512 in this device"
    Does this mean I can't run it on this computer either? Here is the log file.
    Thank you so much!
     

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  49. torbjorn

    torbjorn

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    Hi, this is currently a shortcoming in HDRP. I'm talking to the team about getting it fixed, but such a fix is unlikely to be backported to 18.2, it would be targeting 18.3 (and as such an 18.3 refresh of the BotD project).
     
    the_gaffer likes this.
  50. KetovJann

    KetovJann

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    Hello.
    Has anyone encountered this problem? Red shimmering squares. It appears both in the editor mode and in the assembled solution.
    I am completely disappointed.
    In addition, it was possible to launch this asset only in version 2018.2.16f1.
     

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