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Octave3D-Level Design - Snapping, Prop placement, Multi-Prefab painting

Discussion in 'Assets and Asset Store' started by XGT08, Aug 10, 2016.

?

Do you prefer written documentation or video tutorials? (regarding the Octave3D remake)

Poll closed Jun 10, 2023.
  1. Written documentation

    68.8%
  2. Video tutorials

    31.3%
  1. craigjwhitmore

    craigjwhitmore

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    The Delete button doesn't seem work in the text boxes, the backspace is fine.
     
  2. funselektor

    funselektor

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    The Octave editor is causing a stack overflow.
    It'll work sometimes for a bit and then freeze up and crash the editor. But it freezes for very long amounts of time randomly and will keep working again.
    upload_2020-5-22_11-31-7.png
     
  3. XGT08

    XGT08

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    Hello,

    I believe I have already fixed this error. Are you using the latest version?
     
  4. funselektor

    funselektor

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    Yep it's on version 2.3.1 on Unity 2019.3.14f1
     
  5. Bazeragi

    Bazeragi

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    Hi, I recently bought your tool, it works really well but i am having some trouble with using terrain! I have got gaia 2 and been trying to add the terrain as a prefab to use ( Not sure if this is what i need to do to get it working ) But it says Terrain is not an allowed component! When i just have the terrain in the scene, even with refreshing scene it wont let me place on top of it :(

    There are some buildings placed ontop and i can interact with them but just not the actual terrain! Have you got any advice?

    Thanks
     
  6. XGT08

    XGT08

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    Hello,

    Terrains do not require any special placement mode and don't need to be prefabs. You can place them in the scene pretty easily with the Unity placement tools. But the plugin allows you to populate the terrains with objects using the Decor Paint mode. Also, please make sure the terrain has a terrain collider attached to it.

    Inspector.png

    Cheers,
    Andrew
     
  7. Bazeragi

    Bazeragi

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    Hey Thanks for your reply, that is what i thought was meant to happen but its not! So i have my terrain saved as a prefab, its got a terrain collider on. When i try to add the prefab into the prefab categories I get this warning message and no prefab in the list. you can see the warning in the console.

    Terrain[] terrains = prefab.GetComponentsInChildren<Terrain>(true);
    if(terrains != null && terrains.Length != 0)
    {
    if (logWarningMessages) Debug.LogWarning("The prefab '" + prefab.name + "' contains children with a 'Terrain' component attached to them. This is not allowed.");
    return false;
    }

    If you can see on the screen shot i have the terrain prefab in the inspector so you can see what its got.

    Hope you can help!

    thanks
     

    Attached Files:

  8. XGT08

    XGT08

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    You don't have to put the terrain in the prefab manager. Just put in the scene. The prefab manager should contain the props (i.e. objects that you will place on the terrain).
     
  9. Bazeragi

    Bazeragi

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    Ahh ok thanks!! Its working now, i re watched your tutorial vid aswell so that explained its only decor mode! ( i was trying path & block )

    thanks for the help, really nice tool! will leave a review for it soon :)
     
  10. XGT08

    XGT08

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    Glad to hear it works :)

    A review would be welcome. Thank you.
     
  11. craigjwhitmore

    craigjwhitmore

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    Can anyone post a premade configuration file for the Prefab Categories for either any of the 3DForge assets or Multistory dungeons please?
     
  12. craigjwhitmore

    craigjwhitmore

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    The object selection options for Octave are not very visible, it's not obvious to tell which option is selected, the only indication is that the icons are slightly greyed out. I find this is not very user friendly. Is there a way to make them into buttons like in the video tutorials please?

    Perhaps change the background of the button to a darker grey would be a good approach

    octave buttons.png
     
    Last edited: Jun 9, 2020
  13. craigjwhitmore

    craigjwhitmore

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    Any comment on this?
     
  14. XGT08

    XGT08

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    I've made the selected button green. Please send me an e-mail at octamodius@yahoo.com so that I can share the updated package with you.
     
  15. craigjwhitmore

    craigjwhitmore

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  16. craigjwhitmore

    craigjwhitmore

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    If anyone else would like better buttons like mine, just modify these files:
    Assets\Octave3D World Builder\Scripts\Inspector GUI\Toolbars\

        \ObjectSelectionTransformGizmoSelectionToolbar.cs

        \ObjectPlacementModeSelectionToolbar.cs

        \InspectorGUISelectionToolbar.cs


    Change the Color in the following method in each file to:
    Code (CSharp):
    1. protected override Color GetButtonColor(int buttonIndex)
    2. {
    3.     if (buttonIndex == GetActiveButtonIndex()) return new Color(0.8f, 0.8f, 0.8f, 1f);
    4.     else return Color.white;
    5. }
    octave buttons 2.png
     
  17. craigjwhitmore

    craigjwhitmore

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    Is there a way to align the grid with an already placed object vertex?
     
  18. XGT08

    XGT08

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    Hello,

    No, I'm afraid not. This feature is not available.
     
  19. JohnDoe2001

    JohnDoe2001

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    Good day, I am trying to import a number of *.prefab files that are not appearing in the Prefab manager window. Various other prefabs are importing just fine. I've double checked that the files which aren't importing are actually *.prefab and not *.FBX. Is this a known issue? I tried to look up the issue on this forum but didn't find a solution.
     
  20. JohnDoe2001

    JohnDoe2001

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  21. XGT08

    XGT08

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    Terrain prefabs are not supported. If the prefabs contain a terrain in the hierarchy, then it won't load in the manager.

    Regarding the second issue, I don't know what is causing that, I will check to see if I can reproduce it.
     
  22. JohnDoe2001

    JohnDoe2001

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    This *.prefab does not contain a terrain in the hierarchy. Let me know if you want me to send you the prefabs for reproducing the issue.
     
    Last edited: Jun 12, 2020
  23. XGT08

    XGT08

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    Yes, this is done intentionally. There is no need to add terrains to the prefab manager. The prefab manager should contain the mesh prefabs that you can pick and choose to place in the scene. Just place the terrain manually in the scene as you normally would then add the props to the prefab manager and start populating the terrain.
     
  24. JohnDoe2001

    JohnDoe2001

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    Hi, I should have clarified: I am not working with any terrain. I said that there is no terrain in the hierarchy because you had suggested that might be the case for me, so I wanted to clarify that there isn't any terrain involved. So to restate:

    1. I am not working with terrain.
    2. There are prefabs which for some reason are not getting imported into the prefab manager, while others are.

    I am ready to send you the prefabs for analysis if you're still not able to figure out the issue.
     
  25. XGT08

    XGT08

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    I haven't look over it yet because I didn't think there was an issue. You can send the prefabs and I will look into this when I have the time. One prefab should be enough.
     
  26. skrx1

    skrx1

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    Use Octave3D2.3.1.1 to create a new prefab, place the new prefab, and then switch to the selection mode, press the G key, the same type of object will not be selected, and it becomes a deleted object. You need to close unity3d2019.3.15 and reopen it Unity3d2019.3.15 is back to normal!
     
  27. craigjwhitmore

    craigjwhitmore

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    I'd really be interested in a copy of someone's Prefab settings for either Multistory dungeons or any of 3D Forge assets. Please.
     
  28. justinspice

    justinspice

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    do these guy not have a discord??? I'm having such an annoying problem with assets being offset from the grid but no place to look for help. uggg
     
  29. XGT08

    XGT08

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    I don't have discord. You can use the e-mail and forum for support inquiries. Please give me more details about the issue you are encountering. Screenshots would be welcome if possible.
     
  30. justinspice

    justinspice

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    so this is the official forum?

    The problem I'm having is that the assets don't always snap to the grid. but instead are offset by half


    This even happens when you reduce the scale of the grid. only fix I know of right now is to start my unity project over every time.

     
  31. XGT08

    XGT08

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    You probably have the Use original pivot toggle checked. In the Snap Settings UI, you will have to uncheck this toggle:
    Pivot.png

    When it is checked, the tool will use the pivot of the mesh as defined in the modeling package.

    At least, this is what I think it is judging from the images.
     
  32. justinspice

    justinspice

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    Is there a way to ignore some placed meshes so you can work around them more easily without constantly selecting them. I made a pipe and wanted to duplicate it but when I do I just end up selecting the building around it. any tips?
    upload_2020-7-22_0-24-51.png
    uggg
     
  33. justinspice

    justinspice

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    the problem is we need to use the original pivot based on how we built the kit. the kit checks out and should snap to grid. I found when closing unity and reopening it fixes its self but that is a massive pain
     
  34. XGT08

    XGT08

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    Hello,

    Yes, the default behaviour is that it selects entire hierarchies. In the object selection settings, you can change this by changing the selection update mode to Single Object:

    SelectionUpdateMode.png
     
  35. Xanisko

    Xanisko

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    Hi, came back after a while back to project using Octave and got 2 questions:
    1) i am working on a project with 2 other guys and we are backuping project of course and updating each others changes so we have it all up to date, we are all working on different parts so not messing with others work but... after such project update, i found that i lost my octave settings like prefab manager selections were gone, can you please tell where these settings save, what should i have to back up or pay attention, so i wont loose any progresion in octave

    edit: sorry got eyes but i am blind, safe config button, extra file, embarrased :D

    2) using prefab replacement function, sometimes it replaces placed prefab with choosed differen prefab but they are rotated 90°... tried to replace with prefab placed in scene with same rotation, but didnt help. Dunno why it sometimes work, sometimes dont, couldn't reproduce situation
     
    Last edited: Jul 26, 2020
  36. XGT08

    XGT08

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    Hello,

    1. Yes, configs can be used to save this data.
    2. so the problem is that the plugin adds a 90 degree rotation to the new prefab? Is this correct?

    Cheers,
    Andrew
     
  37. Xanisko

    Xanisko

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    Yes, it sometime does this
     

    Attached Files:

  38. ProjectCBR

    ProjectCBR

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    Hi guys. I have a problem. After a few minutes of working with an octave, the next problem will arise. When I press any key CTRL or J, Shift and others, the selected objects are immediately deleted. The fatal error described below appears. Only Unity reboot helps. How can I fix that?

    MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
    Your script should either check if it is null or you should not destroy the object.
    O3DWB.GameObjectExtensions.GetAllChildren (UnityEngine.GameObject gameObject) (at Assets/Octave3D World Builder/Scripts/Extensions/GameObjectExtensions.cs:753)
    O3DWB.GameObjectExtensions.GetAllChildrenIncludingSelf (UnityEngine.GameObject gameObject) (at Assets/Octave3D World Builder/Scripts/Extensions/GameObjectExtensions.cs:745)
    O3DWB.ObjectQueries.IsGameObjectHierarchyEmpty (UnityEngine.GameObject rootObject) (at Assets/Octave3D World Builder/Scripts/Actions And Queries/Objects/ObjectQueries.cs:65)
    O3DWB.ObjectErase.EraseGameObject (UnityEngine.GameObject gameObject) (at Assets/Octave3D World Builder/Scripts/Objects/Object Eraser/ObjectErase.cs:65)
    O3DWB.ObjectErase.EraseGameObjectCollection (System.Collections.Generic.List`1[T] gameObjectsToErase) (at Assets/Octave3D World Builder/Scripts/Objects/Object Eraser/ObjectErase.cs:14)
    O3DWB.ObjectActions.EraseAllSelectedGameObjects () (at Assets/Octave3D World Builder/Scripts/Actions And Queries/Objects/ObjectActions.cs:152)
    O3DWB.ObjectSelection.HandleKeyboardButtonDownEvent (UnityEngine.Event e) (at Assets/Octave3D World Builder/Scripts/Objects/Object Selection/ObjectSelection.cs:562)
    O3DWB.ObjectSelectionSceneViewEventHandler.HandleKeyboardButtonDownEvent (UnityEngine.Event e) (at Assets/Octave3D World Builder/Scripts/Scene/Scene Event Handling/ObjectSelectionSceneViewEventHandler.cs:76)
    O3DWB.SceneViewEventHandler.HandleSceneViewEvent (UnityEngine.Event e) (at Assets/Octave3D World Builder/Scripts/Scene/Scene Event Handling/SceneViewEventHandler.cs:86)
    O3DWB.Octave3DWorldBuilderInspectorGUI.OnSceneGUI () (at Assets/Octave3D World Builder/Editor/Scripts/Octave3DWorldBuilderInspectorGUI.cs:50)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
    UnityEditor.SceneView.CallOnSceneGUI () (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    UnityEditor.SceneView.OnGUI () (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    UnityEditor.HostView.Invoke (System.String methodName) (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    UnityEditor.DockArea.OldOnGUI () (at <a20a50bbfaff4193bf6ba6b262f9a71f>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.KeyboardEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <819de1aa368e45faa4f78e26c97c62b0>:0)
     
  39. XGT08

    XGT08

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    Hi there,

    I have released an update today which fixes all sorts of issues. Can you please upload to the latest version (2.4) and see if it works?

    Cheers,
    Andrew
     
  40. ProjectCBR

    ProjectCBR

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    Yep. You are done with it. Good job. Thank you. Octave the best!
     
  41. XGT08

    XGT08

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    I'm happy to hear it works :) Thanks for informing me!
     
  42. ProjectCBR

    ProjectCBR

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    Actually, I have one more request. May you do smaller buttons in the tags menu. It will be wonderful. upload_2020-8-5_20-58-57.png
     
  43. XGT08

    XGT08

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    Hello,

    I'll see what I can do. Will start looking into this tomorrow and keep you updated.
     
    ProjectCBR likes this.
  44. ProjectCBR

    ProjectCBR

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    Sure! I'm not hurrying. Maybe it is interesting for you. When I try scale objects with CTRL, some times adjust the object to zero. And I have a critical error. Not a big error. Just you know.

    transform.localScale assign attempt for 'Wall' is not valid. Input localScale is { -1.000000, 1.000000, NaN }.
    UnityEngine.Transform:set_localScale(Vector3)
    O3DWB.ObjectScaleGizmo:ScaleObjectsByGizmoPosition(Vector3, List`1) (at Assets/Octave3D World Builder/Scripts/Transform/Transform Gizmos/ObjectScaleGizmo.cs:81)
    O3DWB.ObjectScaleGizmo:ScaleObjectsBySpecifiedPivotPoint(TransformGizmoPivotPoint, Vector3, List`1) (at Assets/Octave3D World Builder/Scripts/Transform/Transform Gizmos/ObjectScaleGizmo.cs:50)
    O3DWB.ObjectScaleGizmo:RenderHandles(TransformGizmoPivotPoint) (at Assets/Octave3D World Builder/Scripts/Transform/Transform Gizmos/ObjectScaleGizmo.cs:37)
    O3DWB.ObjectSelectionGizmos:RenderHandles(HashSet`1) (at Assets/Octave3D World Builder/Scripts/Objects/Object Selection/ObjectSelectionGizmos.cs:131)
    O3DWB.ObjectSelection:RenderHandles() (at Assets/Octave3D World Builder/Scripts/Objects/Object Selection/ObjectSelection.cs:194)
    O3DWB.ObjectSelectionSceneRenderPath:RenderHandles() (at Assets/Octave3D World Builder/Scripts/Rendering/Scene/Scene Render Path/ObjectSelectionSceneRenderPath.cs:15)
    O3DWB.SceneRenderer:RenderHandles() (at Assets/Octave3D World Builder/Scripts/Rendering/Scene/SceneRenderer.cs:20)
    O3DWB.Octave3DWorldBuilderInspectorGUI:OnSceneGUI() (at Assets/Octave3D World Builder/Editor/Scripts/Octave3DWorldBuilderInspectorGUI.cs:47)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  45. XGT08

    XGT08

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    Hello,

    I have updated the button tags and fixed the scale gizmo error. Feel free to send me an e-mail at octamodius@yahoo.com and I will send you the updated package.

    Cheers,
    Andrew
     
  46. Xanisko

    Xanisko

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    Nov 5, 2019
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    Hi, thanks for update, but since i updated i got this problem.
    When using object selection tool, i got last object selected when using object placement tool still snaped to cursor, so when i wanna select something and work with it, its in the way since its on cursor like when placing objects.... before update it worked fine... or anyway, how to disable it?
    ...btw same with object erasing
    octave bug.jpg
     
  47. XGT08

    XGT08

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    Hi there,

    I'm afraid I do not understand fully what is the issue you are encountering. Can you please explain step by step the symptoms?

    Thanks,
    Andrew
     
  48. Xanisko

    Xanisko

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    Nov 5, 2019
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    edit: sorry,,,, just wanted to record video with it and now its all ok... i guess after update, i didnt restart unity or laptop yesterday.... so that helepd i guess, sry :)
     
    Last edited: Aug 17, 2020
    XGT08 likes this.
  49. XGT08

    XGT08

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    Ok. Glad to hear it's working :)
     
  50. aidanmatt

    aidanmatt

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    Jul 28, 2020
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    Hi.

    I recently bought Octave3D as it seemed like a really good tool that with a fairly intuitive interface for a beginner game designer. I've been learning as I go and am enjoying its functionality when it comes to building with modular sets, in particular. However, I've also encountered some issues, one of which both my more experienced friend and I have not been able to solve. I'm wondering if it's a bug.

    The issue is that Octave's mode keeps getting "stuck" in placement mode. It's not actually that the mode fails to change. Instead, the mode (and the GUI) changes, but the active prefab doesn't disappear (or disappears for a split second then reappears). It then becomes impossible to use other modes. Instead of selecting or erasing the object I click, it just places another of whatever prefab I have active. I can change the active prefab and the problem persists.

    As for what causes this, I really have no idea. I'm a beginner, but I'm not actually changing any settings, besides switching modes. I'm just placing away with my objects, then switch modes to select or erase something and it gets stuck just like that. The only thing I have noticed is that it tends to happen if I haven't taken any action in Octave for a short while (it usually seems to happen after I've been thinking for a moment about how to lay the next part out, etc).

    This is also a very frequent problem, sometimes to the point that it seriously inhibits my ability to make progress. The only solution I have found is to reopen the whole project. And even this sometimes fails to work.

    Is there a simple reason for this happening that I'm just not aware of, or is this a bug?

    Thanks.
    ~~~

    Edit: I do recall one thing that might be the cause. When I imported the asset, there was a message saying that it had certain package manager dependencies and asked if I would like to update. On my first import, I told it to update. This added the Package Manager UI package from Unity, which caused several hundred namespace errors to occur. At the advice of my friend, I removed that package and re-imported Octave3D, choosing to skip the update this time. That appeared to solve that problem, but is there anything in that dependency that would be causing the issues I have been having?

    Edit 2: I just read Xanisko's post, and it sounds like they might have been experiencing the same thing and just struggled to describe it.

    I'll let you know if I solve it in the meantime, so as not to waste your time. Also, I'll throw in any other issues I run into:

    -- Like the main issue, another random trigger where for no apparent reason, pressing any key will cancel the active prefab. For example, attempting to rotate the camera by holding Alt and moving the mouse will cause the active prefab to de-register, and it must be selected again to place. This also means that prefab-active hotkeys (such as U to toggle object-to-object snap) do not work during this problem.
     
    Last edited: Aug 26, 2020