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Prefab World Builder

Discussion in 'Assets and Asset Store' started by pluginmaster418, Aug 10, 2021.

  1. pluginmaster418

    pluginmaster418

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    Fixed in version 2.7. Now available for download.
     
  2. forzabo

    forzabo

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    Aug 28, 2015
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    Hi, just started working with PWB -- seems like it has a ton of potential but I am having some issues -- possibly user error, not sure.

    I'm using a Mac, running 10.15 and using Unity 2019.4.40.

    For starters, a lot of the keyboard shortcuts for the pin tool just do not seem to work or don't work as expected:

    • Ctrl-Right/Left arrow does nothing.
    • Ctrl + Hold Middle+Right Button / move vertical does not rotate around Z but rather Y
    • Ctrl-Shift-Right/Left arrow does not produce the expected result; instead the scene view pans left and right
    • Ctrl-Up arrow causes macOS to zoom out to all open application windows
    • Ctrl-Down similar to above, exposes all current application window

    Some of the shortcuts do work, but make the machine chirp like there is an error (so just annoying):
    • Ctrl-Shift-P/I
    • Ctrl-Shift-M
    Ctrl-Shift H drops into isolation view

    Ctrl-R does toggles the repeat option, but it also toggles the Unity scale tool which seems like janky behavior
     
  3. forzabo

    forzabo

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    I get this error a lot. For instance, after extruding prefabs, and hitting return. Then, when I select the pin tool, PWB says I have unsaved changes, I select save, and this comes up:

    Code (CSharp):
    1. InvalidOperationException: Sequence contains no elements
    2. System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
    3. PluginMaster.PWBIO.CreateExtrudedObjects () (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/ExtrudeManager.cs:323)
    4. PluginMaster.PWBIO.DisplaySaveDialog (System.Action Save) (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/PWBIO.cs:80)
    5. PluginMaster.PWBIO.ResetExtrudeState (System.Boolean askIfWantToSave) (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/ExtrudeManager.cs:171)
    6. PluginMaster.PWBIO.OnToolChange (PluginMaster.ToolManager+PaintTool prevTool) (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/PWBIO.cs:371)
    7. PluginMaster.PWBToolbar.OnToolChange (PluginMaster.ToolManager+PaintTool prevTool) (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/PWBToolbar.cs:217)
    8. PluginMaster.ToolManager.set_tool (PluginMaster.ToolManager+PaintTool value) (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/ToolManager.cs:73)
    9. PluginMaster.PWBToolbar.ToolsGUI () (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/PWBToolbar.cs:313)
    10. PluginMaster.PWBToolbar.OnGUI () (at Assets/PluginMaster/DesignTools/Editor/PrefabWorldBuilder/Scripts/PWBToolbar.cs:129)
    11. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    12. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    13. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    14. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    15. UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:385)
    16. UnityEditor.HostView.Invoke (System.String methodName) (at /Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:379)
    17. UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at /Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:355)
    18. UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:406)
    19. UnityEditor.DockArea.OldOnGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:396)
    20. 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 /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:293)
    21. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:508)
    22. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:491)
    23. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:484)
    24. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:477)
    25. UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:449)
    26. UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Events/EventHandler.cs:77)
    27. UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:92)
    28. UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:310)
    29. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:275)
    30. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at /Users/bokken/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:238)
    31. UnityEngine.UIElements.EventDispatcher.OpenGate () (at /Users/bokken/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:203)
    32. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at /Users/bokken/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:44)
    33. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:301)
    34. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:159)
    35. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/Panel.cs:257)
    36. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/UIElementsUtility.bindings.cs:404)
    37. UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/bokken/buildslave/unity/build/Modules/UIElements/UIElementsUtility.bindings.cs:194)
    38. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:197)
    39.  
     
  4. pluginmaster418

    pluginmaster418

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    Thanks for reporting the issues. I'll let you know when I fix them.
     
    forzabo likes this.
  5. yanotomaTheMauler

    yanotomaTheMauler

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    upload_2022-9-21_12-2-38.png
    Hello there,

    As you can see, I toggled the brush tool, and checked the preview. But in the scene view I didn't see the brushstroke and can't paint the palette game object also.
    My unity version is 2919.4.32f, does that matter? Everything works well but only the brush tool, thanks for your help!
     
  6. pluginmaster418

    pluginmaster418

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    Hi, the problem is that you have "Paint on selected only" enabled in the tool properties, but you have not selected a surface to paint on.
     
    yanotomaTheMauler likes this.
  7. unity_iT6SZm-KziEirA

    unity_iT6SZm-KziEirA

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    Hi,
    I discovered your package with the HumbleBundle pack. It is great ! I especially like the gravity brush.
    I encountered a few issues though. The bigger one : Invisible colliders were spawned all around my scene. Couldn't find them in the hierarchy, even by script (recursive to all objects of the scene), but my character was blocked by them.
    Turned out there was this PluginMasterPrefabPaintTempMeshColliders object hidden using the unity HideInHierarchy and NotEditable. I didn't know that even existed.
    My point is : You should make it visible somehow. I understand you don't want people to touch it but it can break a game (and a developer's mind) :/

    Incredible asset though. Probably the best one I got from this pack. All my love fellow dev <3

    PS : Look at this thread https://answers.unity.com/questions/1291622/object-in-scene-not-in-hierarchy.html
    There is a great editor script for inspecting hidden stuff.
     
  8. yanotomaTheMauler

    yanotomaTheMauler

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    upload_2022-9-26_13-48-40.png
    Hi,
    Could you help me about the tilling tool can't auto fill the empty space with the range ? In small range it fills well but when I enlarge the tiling range it has space but I didn't set up the space value
     
  9. pluginmaster418

    pluginmaster418

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    Hi. Thank you for reporting the issue. That happens when you try to place more than 1000 objects at once. The problem is that previewing so many objects can cause slowdown issues. I'll remove that restriction and add the option to hide the preview to avoid slowdown issues. I'll let you know when it's fixed.
     
    yanotomaTheMauler likes this.
  10. JJunjo

    JJunjo

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    Thank you! Now works fine!

    Can I suggest a feature? It would be a configuration option for the brushes. The current random rotation option is not very useful for the case of grid positioning, where in most cases you only want rotations in multiples of 90º (for floor tiles and such). Maybe you could include an option to only include rotations with multiples of a certain amount of degrees? (or just a checkbox for "orthogonal mode").
     
    pluginmaster418 likes this.
  11. pluginmaster418

    pluginmaster418

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    Added to to-do list.
     
  12. pluginmaster418

    pluginmaster418

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    Fixed in version 2.7.2. Now available for download.
     
  13. pluginmaster418

    pluginmaster418

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    Added to version 2.8. Now available for download.
     
  14. Cleverlie

    Cleverlie

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    Hi, I wanted to check if there is some way the plugin configuration management can be improved, we are having a lot of trouble with the PWBData and version control, the file contains a json with what seems like the entire configuration settings of the plugin plus the palettes created by the user, every once in a while we lose all our palettes and we don't know why, also since the json data contains a local directory in the field "_rootDirectory" which changes in every different computer on each team member, the file changes every time a team member opens the project and slips into every commit, it's a git mess. Wouldn't it be better if palettes are scriptable objects which are easier to keep track, harder to get broken by mistake? wouldn't it be better if the configuration of the plugin is saved as a setting file in the projectSettings folder instead of in a specific txt file in the Assets/ folder? could the plugin work without the need to have the "_rootDirectory" stored anywhere? because that field changes for each member and messes up with version control solutions? Thanks in advance

    EDIT: also when we add a prefab to a palette, the prefab file itself gets modified, making us have to commit those prefab files on each commit, I think that might be a bug, since the prefab files should stay untouched when added to a palette, so we minimize the amount of unwanted modified files in our git commits.
     
  15. pluginmaster418

    pluginmaster418

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    Hi, thanks for reporting the issues.
    In the next version, the palette data will be saved in separate files to avoid problems with the version control system. I'll let you know when it's available.
    The only way the tool modifies prefabs is when the "add labels" options are enabled in the brush creation settings window. To disable it, click the triangle shaped button at the top left of the palette bar and then select "Brush Creation Settings" and then uncheck "Add labels for each folder" and "Add labels to prefabs".
     
  16. pluginmaster418

    pluginmaster418

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    Palettes data is now saved in separate files. Version 2.9 is now available to download.
     
  17. world_naoki

    world_naoki

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    Hello,Can I save thumbnail settings?
    After closing Unity, thumbnail settings disappeared.
     
  18. pluginmaster418

    pluginmaster418

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    Hello, It is an issue in the new version (2.9). Thanks for reporting it. I'll let you know when it's fixed.
     
  19. Cleverlie

    Cleverlie

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    wow that was fast! thanks for the quick support! I would give another suggestion, which is saving the plugin data/config files as either a file in the ProjectSettings folder or UserSettings folder if it is personal for each team member, since that way we can move the PluginMaster folder out of the main Assets/ directory, we tried moving the plugin from Assets/ to Assets/ThirdParty/ but the PWBData.txt file gets regenerated in the original position and we ended up losing the palettes again :(.

    Or maybe there are other solutions to this, like making the plugin a package that doesn't live in the Assets/ folder at all.

    overall it's a great plugin and I can see now that the support is as great as they said. thanks again!
     
  20. pluginmaster418

    pluginmaster418

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    Thanks for the suggestion. I'm going to let you define the data directory in the preferences window. I'll let you know when it's available.
     
  21. pluginmaster418

    pluginmaster418

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    Fixed in version 3.0. Now available to download.
     
  22. jacob_unity943

    jacob_unity943

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    Hi, I'm currently assessing the viability of PWB for projects at our studio. We were thinking of adopting a kit piece approach, in which case I was wondering whether this tool could be used to speed up our process and possibly replace ProGrids, which seems to have fallen by the wayside.

    I can see some potential in the Tiling and the Extrude functions for quickly placing walls/floors of blocky kit pieces, but I can't tell if I'm using the Grid correctly? I thought it would have been a kind of general thing to be used with any tool, but as far as I can tell it's mostly just for using with the pin tool? For example:

    I thought I'd be able to set the grid in place, and then 'draw' on the grid with other tools, like Line, Tiling or Brush, and they'd deposit items on the grid. I thought at the very least I'd be able to enable snapping and click + drag with Pin to paint objects on the grid, but it seems I have to click for every item I want to attach to grid. Additionally, the grids don't work with regular Unity placement tools, JUST with... Pin?

    Seems like I'm maybe misusing the tool - a lot of the time it wants a surface to draw on, but I am wanting to do these operations on the grid instead. eg using the line tool, I place my grid where I want it, then try to draw a line from one grid point to another, just in the air.... but I can't seem to?

    Apologies if I'm just completely missing the point of this. It's also come to my attention that your other tool, Transform Tools, might be more useful to us...
     
  23. pluginmaster418

    pluginmaster418

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    Hi, thanks for the feedback. I'll try to improve the tool so that you can use it as you have described. I will notify you when a new version is available.
     
    jacob_unity943 likes this.
  24. jacob_unity943

    jacob_unity943

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    That would be amazing, thank you. I see there's a lot of un-rebindable keyboard shortcuts, which is mostly fine as they're constrained to the tools you use them in. However there's some, like the toggle controls for the Grid, that can't be rebound but can be triggered at any time (eg Toggle Grid - Ctrl+G then Ctrl+G). This can be pretty killer when you've got something else bound to those shortcuts (ie I have Play Mode on Ctrl+G, so will often come back to the grid alternately in/visible).

    Some control over this would be lovely
     
  25. pluginmaster418

    pluginmaster418

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    Added to to-do list.
     
    jacob_unity943 likes this.
  26. world_naoki

    world_naoki

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    Thank you!
     
  27. pluginmaster418

    pluginmaster418

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    In version 3.1 you can now define the data directory in the preferences window.
     
    Cleverlie likes this.
  28. pluginmaster418

    pluginmaster418

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    Hi. In version 3.2, I added a shortcut manager to the preferences window. All shortcuts that are only activated by a key combination can now be edited.
     
    jacob_unity943 likes this.
  29. Cleverlie

    Cleverlie

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    thanks! will update it soon!
     
  30. alfredbaudisch

    alfredbaudisch

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    Is there any reported issue with using PWB with Unity 2022.2? When I select the Brush tool, I can't do anything. There's no way to paint (nothing appears in the Scene view, only the default mouse cursor) and there's also no brush preview (Paint on selected only is unchecked).
     
  31. alfredbaudisch

    alfredbaudisch

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    With Yapp I can do this, prefabs can be snapped and/or rotated to other placed prefabs. I'm failing to replicate the same with PWB, it just ignores other prefabs I place plus "Paint on Surface" seems not to work?

    YAPP example:

    yapp.gif

    The docs are not clear about surfaces, no matter whether I choose Embed on the Surface or Not, the prefabs never really go on top of the closest surface:

    upload_2022-12-25_20-3-58.png

    Then if I pick Paint on Surface, I can't do anything:

    upload_2022-12-25_20-4-27.png

    I really tried following the docs completely before posting here, but those questions are unanswered there.

    How can I paint in such a way that the objects are vertex snapped and aligned to the surface? For example this sewer gate is being painted below the surface.

    upload_2022-12-25_20-7-9.png

    I wanted them like this or like the YAPP example above:
    upload_2022-12-25_20-7-50.png
     
    Last edited: Dec 25, 2022
  32. pluginmaster418

    pluginmaster418

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    Hi, could you share a screenshot showing the scene, hierarchy, palette, brush properties and tool properties?
     
  33. pluginmaster418

    pluginmaster418

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    You can enable "Paint on palette prefabs" in the tool properties.
     
  34. alfredbaudisch

    alfredbaudisch

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    There you go:
    upload_2022-12-25_22-17-44.png
    upload_2022-12-25_22-17-52.png

    upload_2022-12-25_22-17-9.png

    upload_2022-12-25_22-17-19.png

    upload_2022-12-25_22-17-30.png
     
  35. alfredbaudisch

    alfredbaudisch

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    Awesome, that solved that issue :) Thanks!
    Now I just can't seem to figure out how to use the brush, I posted the screenshots you asked.
     
  36. pluginmaster418

    pluginmaster418

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  37. alfredbaudisch

    alfredbaudisch

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    Thanks, everything is sorted out now.
     
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  38. knas01

    knas01

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    Hi, just downloaded the newest version. Just a small thing, pressing the documentation button gives the error that there's no documentation file, but its there in the files.
     
  39. pluginmaster418

    pluginmaster418

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    Hi, thanks for reporting. I will include the fix in the next version.
     
  40. knas01

    knas01

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    I have 2 more issues that are weird. First, when I move the camera the grid jumps and moves like crazy, even if it's locked. The grid handles remain in place though. If I zoom in real close the grid stops jumping.

    Second, in selection mode, if you press U to move the pivot point the handles start moving in a circle around the midpoint and then just zips across the screen and disappears.


    An unrelated question: is it possible with with the pin tool to make it snap to the edges/corners of already placed objects?
     
  41. pluginmaster418

    pluginmaster418

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    I added the issues to the list of issues to fix.
    About snap to edges/corners, do you mean edges/corners of the bounding box of placed objects?
     
  42. knas01

    knas01

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    Yes, I want to place walls made of different pieces that are not tileable since they are of different sizes and shapes.
     
  43. pluginmaster418

    pluginmaster418

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    Fixed in version 3.3.1. Now available to download.
     
    knas01 likes this.
  44. kmartian9

    kmartian9

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    I have just started to use the PWB and I am having a problem with the Shape tool.
    Whenever I am trying to use the tool I get these errors:
    upload_2023-2-7_21-46-36.png
    The other tools seem to work fine with the prefabs I am using. Only the shape tool is having this issue.
     
  45. pluginmaster418

    pluginmaster418

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    Hi, thanks for reporting the issue. I'll let you know when it's fixed.
     
  46. pluginmaster418

    pluginmaster418

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    Are you using the latest version (3.4) of PWB?
     
  47. kmartian9

    kmartian9

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    Thank you for the reply! Yes, according to the package manager I am using the latest.
    Also
    I am using a mac book pro, with unity 2021.3.18f1
    upload_2023-2-9_9-33-32.png
    upload_2023-2-9_9-34-38.png
     
  48. mahmoud-mroueh

    mahmoud-mroueh

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    Hello,

    I recently started using the PWB tool in unity 2022.1.5f1
    It is working fine on unity 3D objects, but when I try to use it on Probuilder cubes the "brush" "Tiling" and "Pin" does not work (image below)
    upload_2023-2-26_10-46-57.png

    but when I click on the "gravity brush" it works fine (image below)
    upload_2023-2-26_10-44-15.png

    Is there a workaround that makes the PWB tool work with Probuilder cubes?

    Thanks
     
  49. pluginmaster418

    pluginmaster418

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    Hi. Thanks for reporting the issue. Please select the probuilder object and take a screenshot showing the inspector and also the PWB palette, tool properties, and brush properties.
     
    mahmoud-mroueh likes this.
  50. mahmoud-mroueh

    mahmoud-mroueh

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    Dec 21, 2018
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    Hi @pluginmaster418

    Thank you for your reply! Below are the screenshots:

    1- probuilder object inspector
    upload_2023-2-26_16-54-27.png upload_2023-2-26_16-54-47.png

    2- PWB palette

    upload_2023-2-26_16-55-43.png

    3- PWB tool properties

    upload_2023-2-26_16-56-20.png

    4- PWB brush properties

    upload_2023-2-26_16-58-5.png