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[RELEASED] GSpawn - Level Designer (3D Tile Rules, Curve Spawn, Scatter Brush, Modular Walls ... )

Discussion in 'Assets and Asset Store' started by XGT08, Jun 11, 2023.

  1. XGT08

    XGT08

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    Hi Roy,

    I will take a look at this and see what's going on. One thing I can tell you from the start is that there's a bit too many rules and you could do with fewer (I THINK). So there might be a problem with the way in which the rules are defined. It can be a bit tricky so I can't really say what's going on until I start playing around with this.

    I will get back to you ASAP.

    EDIT: I can use some models which I have in my library, but they are a bit different. Is it possible for you to share the prefab assets you are using? No biggie if not, it would help but I can put something together to resemble the assets you are using.

    Cheers,
    Andrew
     
    Last edited: Sep 6, 2023
  2. tieum67

    tieum67

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    thanks Andrew ! i followed the video for the synty asset walls and it works like a charm. thanks again for the quick and amazing support!
     
    XGT08 likes this.
  3. XGT08

    XGT08

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    No problem :) I am glad the video helped you!
     
  4. NotInTheBand

    NotInTheBand

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    Is there any chance this could become compatible with Unity version 2019.4.31f1? I would be using this predominantly for production on VRChat worlds and that is the version I am locked to.
     
  5. RoyBarina

    RoyBarina

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    Sure I only used cubes for testings
    I'll PM you the whole project as soon as the (planned) power outage is over :confused:
     
  6. XGT08

    XGT08

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    ups :D
     
  7. RoyBarina

    RoyBarina

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    May it rest in pieces.. :p lmao
    I emailed you the files BTW sorry for the delay
     
  8. XGT08

    XGT08

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    Hi @RoyBarina

    Thanks for sending me the tile prefabs. I have managed to make them work, here is a screenshot of the rules that I had to define:
    tile_rules.png

    One situation which I haven't been able to make it work is the one where you place a tile and it's not surrounded by any tiles. This seems to be a bug and I will start working on it. I'll get back to you.

    Cheers,
    Andrew
     
  9. Damjan-Mozetic

    Damjan-Mozetic

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    Hi!

    First of all, thank you for this fantastic tool upgrade. Been using Octave3D for years now, and GSpawn is a godsend.

    I have an issue in play mode with a certain scene where GSpawn has been initialized and used. Not sure what caused this, but now I get a bunch of the following errors:

    Code (csharp):
    1. Assertion failed on expression: 'manager != NULL'
    2. UnityEditor.GlobalObjectId:GlobalObjectIdentifierToObjectSlow (UnityEditor.GlobalObjectId)
    3. GSpawn.GameObjectEx:globalIdStringToGameObject (string) (at Assets/GSpawn - Level Designer/Scripts/Core/Extensions/GameObjectEx.cs:158)
    4. GSpawn.ObjectGroup:get_gameObject () (at Assets/GSpawn - Level Designer/Scripts/Objects/Object Groups/ObjectGroup.cs:37)
    5. GSpawn.ObjectGroup:onHierarchyChanged () (at Assets/GSpawn - Level Designer/Scripts/Objects/Object Groups/ObjectGroup.cs:223)
    6. UnityEditor.EditorApplication:Internal_CallHierarchyHasChanged ()
    7.  
    Secondly, since in-game I additively load many scenes, which I use GSpawn on, is there a way to to have multiple GSpawn instances? I don't want to remove GSpawn from the scenes before I go and play the levels that use it. Or perhaps there is a way to disable GSpawn in play mode?

    Thank you and keep up the good work!

    Damjan
     
  10. XGT08

    XGT08

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    Hi there,

    No, I'm afraid not.
     
  11. XGT08

    XGT08

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    Hi there,

    Thanks, I am glad you like this new version :)

    Seems like the error has something to do with object groups. I will look into it.

    It's not possible to have more than one GSpawn instance in a single scene.
    You shouldn't have to remove GSpawn. It should work during playmode just fine (except for this error which is a bug I need to fix) and when you build the app, GSpawn is not added in the build because it has the EditorOnly tag assigned to it.

    I'll let you know once I have a fix.

    Cheers,
    Andrew
     
    Damjan-Mozetic likes this.
  12. RoyBarina

    RoyBarina

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    Oh that's awesome ^_^
    I did wanted to be very specific in each tile rule with this in mind:
    upload_2023-9-7_22-31-59.png
    I guess it will confuse the plugin..?
    But isn't that means we need to trial and error rules too often now? just wondered
     
    Last edited: Sep 7, 2023
  13. XGT08

    XGT08

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    Hi @Damjan-Mozetic

    I tried to reproduce the error. I can't seem to get the same result.

    I created an object group, then switched to playmode and started creating objects. I was expecting the error to pop up because that's when the hierarchy window changed event fires. However, it did nothing for me.

    Would it be possible to tell me more about what you are doing when you switch to playmode?

    Cheers,
    Andrew
     
  14. XGT08

    XGT08

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    Hi Roy,

    I do think that in the beginning, trial and error is kind of necessary. But once you go through it a few times, you get a feel for how things work. In the end, most tiles (regardless of the models you are using) will actually use the same rules so I don't think it should be a problem in the long run.
     
  15. Damjan-Mozetic

    Damjan-Mozetic

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    Huh, today I reopened the scene, and no more error. Don't know what the issue was yesterday, but today everything seems to be working as it should.

    Re,
    Damjan
     
  16. XGT08

    XGT08

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    Interesting. In general, when working with object groups, try to avoid deleting object groups from the hierarchy view. Use the GSpawn Object Group window instead. Same for renaming.
     
    Damjan-Mozetic likes this.
  17. RoyBarina

    RoyBarina

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    Hi Andrew
    I still can't make it work.. I tried in my project but the plugin gets it wrong.
    I also tried with the project I sent you with the placeholder prefabs and your rules but it also didn't work.. (see attachments)

    How did you managed to make it work?
    With what you've said it looks like I'll have to change the rules to fit different scenarios. and I can't be specific with it.
    It's not intuitive.. rules aren't meant to be broken ;)
    I did manged to get different results for the same rules. (still trying to reproduce it reliably)

    Look at this for example:
    I've created tile rules with only 2 rules (first image. we can ignore the third rule for now) look what happens when I change only one cell in the second rule (second image, and we only care about the center cells):
    upload_2023-9-12_9-25-57.png upload_2023-9-12_9-28-2.png
    I did the same with another tool and this is actually what I expected:
    upload_2023-9-12_9-29-33.png upload_2023-9-12_9-30-10.png
    Only the score changed a bit (the number in each tile is the score)

    It should be like this (1 is perfect match) with a full rule set:
    upload_2023-9-12_9-33-7.png (feels so good..... XD )



    Can you, BTW, point me to where GSpawn decides which is the best rule?
    Thanks!
     
    Last edited: Sep 12, 2023
  18. XGT08

    XGT08

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    Hi Roy,

    I sent you an e-mail :)
     
    RoyBarina likes this.
  19. Bwacky

    Bwacky

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    Hi, having some issues with trying to use the tool on existing terrains to simply paint some prefabs onto the terrain.
    I'm at the part in the tutorial videos where we create a fence curve prefab. When I start to paint I see the green box on the terrain, I click to spawn the first wall and then I get a ton of console errors and nothing spawns afterwards, focus from the GSpawn game object also gets lost as soon as I click anywhere.
    The error:
    Code (CSharp):
    1. KeyNotFoundException: The given key 'FBX_Ruins_Wall_01 (UnityEngine.GameObject)' was not present in the dictionary.
    2. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:0)
    3. GSpawn.PrefabInstancePool.releasePrefabInstance (UnityEngine.GameObject prefabAsset, UnityEngine.GameObject prefabInstance) (at Assets/GSpawn - Level Designer/Scripts/Prefabs/PrefabInstancePool.cs:96)
    4. GSpawn.ObjectSpawnCurve.destroySpawnedObjectsNoUndoRedo () (at Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/ObjectSpawnCurve.cs:453)
    5. GSpawn.ObjectSpawnCurve.spawnObjects () (at Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/ObjectSpawnCurve.cs:930)
    6. GSpawn.ObjectSpawnCurve.onControlPointsDirty () (at Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/ObjectSpawnCurve.cs:780)
    7. GSpawn.ObjectSpawnCurve.setLastControlPoint (UnityEngine.Vector3 pt) (at Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/ObjectSpawnCurve.cs:438)
    8. GSpawn.CurveObjectSpawn.doOnSceneGUI () (at Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/CurveObjectSpawn.cs:105)
    9. GSpawn.ObjectSpawnTool.onSceneGUI () (at Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/ObjectSpawnTool.cs:36)
    10. GSpawn.ObjectSpawn.onSceneGUI () (at Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/ObjectSpawn.cs:57)
    11. GSpawn.GSpawn.onSceneGUI (UnityEditor.SceneView sceneView) (at Assets/GSpawn - Level Designer/Scripts/GSpawn.cs:609)
    12. UnityEditor.SceneView.CallOnSceneGUI () (at <2e279d988b9d4542841de511fbfdf8c2>:0)
    13. UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <2e279d988b9d4542841de511fbfdf8c2>:0)
    14. UnityEditor.SceneView.DoOnGUI () (at <2e279d988b9d4542841de511fbfdf8c2>:0)
    15. UnityEditor.SceneView.OnSceneGUI () (at <2e279d988b9d4542841de511fbfdf8c2>:0)
    16. 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 <b8c852c145a8456ba2512bf23f96ab0b>:0)
    17. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    18. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    19. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    20. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    21. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    22. UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    23. UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    24. UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    25. UnityEngine.UIElements.CallbackEventHandler.UnityEngine.UIElements.IEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    26. UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    27. UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    28. UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToRegularTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    29. UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    30. UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel iPanel) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    31. UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    32. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    33. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    34. UnityEngine.UIElements.EventDispatcher.OpenGate () (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    35. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    36. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    37. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    38. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    39. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    40. UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    41. UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    42. UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <b8c852c145a8456ba2512bf23f96ab0b>:0)
    43. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <de482c2695fe43d4bc4f288c4be45137>:0)
    44.  
    Not sure why it's looking for the FBX_Ruins_Wall_01 file but it exists, I tried adding only the prefab directories as well as the entire directory of the ruins including mats, textures, prefabs and fbx files. Hope you can help me with this as I'd love to make use of the tool.

    This is running Unity 2022.3 LTS
     
  20. XGT08

    XGT08

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    Hi there,

    Thanks for informing me about this. The issue has been solved. Feel free to send me an e-mail at octamodius@yahoo.com and I will send you the updated package.

    EDIT: Package is also now live on the Store :)

    Cheers,
    Andrew
     
    Last edited: Oct 1, 2023
    Bwacky likes this.
  21. Bwacky

    Bwacky

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    Thank you for the incredibly quick fix!
     
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  22. Play2D

    Play2D

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    Oct 16, 2016
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    Hello. I think I've found a bug when using the Shift+Ctrl+Alt+MouseWheel shortcuts used for scaling the snapping grid. When scrolling the mousewheel up or down, the grid size only increases. (The same happens for Shift+Ctrl+MouseWheel, used for changing Y position. The Y value only increases.) I fixed the grid scaling issue by going into PluginScene.cs and changing the delta property to look at x instead of y, as y was not returning any value. (I've added a screenshot to illustrate) I've not yet fixed the Y position bug I've encountered, but I'd imagine it's the same issue. Thanks for your time.

    upload_2023-10-5_3-6-10.png
     
  23. XGT08

    XGT08

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    Hi there,

    I have tested this out on my system and it works with no issues. My guess is that you may be using different settings for your scroll wheel. If you are using Windows, you can check this by going to Control Panel > Mouse and the following window should pop-up:
    mouse.png

    Can you please have a look at this and maybe see if this screen differs in your case.

    In any case, I will check to see if there is a way to detect this in Unity and change the code accordingly.

    Cheers,
    Andrew
     
    Play2D likes this.
  24. RoyBarina

    RoyBarina

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    I can also confirm using the mouse wheel only increases.
    I think the components of delta are x for vertical scroll and y for horizontal scroll (if you have 2 scroll wheels or 1 with a "tilt" that you can push to the sides)
    Unity's docs says for the scroll wheel delta taken from `Input` that X is ignored. But it doesn't say much about when it being taken from `Event`. Unity docs can be pretty useless sometimes...
     
    Play2D likes this.
  25. Play2D

    Play2D

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    I've narrowed down the problem (I'm having at least). The 'Shift' key triggers horizontal scrolling, so that's why it was producing x delta values when using the Shift+Ctrl+Alt key combo, because it includes 'Shift'. Not sure if it's a Unity/Windows behavior or one of my peripherals like a mouse/keyboard. There is a similar issue in the Unity editor window where if you're scaling file icons while holding Shift+Ctrl, the file icons will only scale up. o_O Yet, I've come up with a quick dirty fix which registers the sign of the scrollwheel delta no matter if it's vertical or horizontal scrolling. Not sure what the ultimate cause is, but just wanted to share my findings.
    upload_2023-10-5_18-57-15.png
     
  26. ldlework

    ldlework

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    Hello, I've just started using your asset. Something strange keeps happening where when placing objects with modular snap, they stop snapping to the grid and I can't figure out how to restore the snapping behavior.
     
  27. Ukyuu

    Ukyuu

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  28. XGT08

    XGT08

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    Hi there,

    You probably pressed the key which toggles between grid snap and object-to-object snap.
     
  29. PixelAmp

    PixelAmp

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    Hello,

    I have a fresh Unity project with the latest version of GSpawn and using the Synty Sci-Fi Worlds packages. I can get my first piece of the floor down but as soon as I try and lay something down right beside it, it raises it above the level of the floor beside it as if it overlapping.

    Is it something in a setting that I am missing or a consideration I have to take into account when using the Synty models (aside from the wall video you posted)?

    Thank you! upload_2023-10-10_21-10-58.png upload_2023-10-10_21-11-7.png
     
  30. XGT08

    XGT08

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    Hi there,

    I believe what is happening is that you are using object-to-object snap. When this is available, it will snap on top of existing objects. You can press to switch back to grid snap.

    Cheers,
    Andrew
     
  31. PixelAmp

    PixelAmp

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    Thank you for the quick response Andrew. I wasn't able to get that to work but so it's documented for others, I found that using the hotkey 'N' to Modular Snap/Toggle Half-Space got it to where I needed it.
    2023-10-12_10-50-35.jpg
    It's a great tool that I can't wait to build out our levels.

    Is there a Discord channel by chance?
     
    XGT08 likes this.
  32. XGT08

    XGT08

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    Hi there,

    No, no discord channel is available :)
     
  33. Budgieboy

    Budgieboy

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    Small issue with PrefabPreviewScene on HDRP 2023.2.0 fixed by adding "using UnityEngine.Rendering;"
     
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  34. XGT08

    XGT08

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    Hi there,

    Thanks for letting me know about this :)
     
  35. BarryBasic

    BarryBasic

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    Hello,

    We recently started using GSpawn for our project but are hitting an issue whereby Unity freezes functionality when trying to drag a prefab from GSpawn Prefab Manager Window onto the Tile Rules Window panel area as suggested in the docs.
    Note: no plus icon appears when dragging the prefab on the window panel inside 'Tile Rules Window' and no prefab preview image gets shown on the area for the rule.

    Unity version 2022.3.1f1
    Gspawn version 3.2.8.2


    Extract from GSpawn docs:
    "In order to assign prefabs to a tile rule, you have to select prefabs in the prefab manager and drag and drop them inside the tile rule drop area:"

    Any suggestions or workarounds welcome?
     
  36. XGT08

    XGT08

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    Hello,

    I just tested this out on Unity 2022.3.1 and it works with no issues.

    I remember a customer contacted me once, he was using the plugin on a mac and could not get the drag and drop to work. So if you're running on a mac, you might need to use the green arrow button as shown in the image below:

    load_prefabs_btn.png

    Select the prefabs in the prefab manager and then press the button to associate them with the tile rule.

    If you are not running on a mac, I honestly don't know what could be causing this. If you can provide a small video recording, that could help. Maybe there is something I am missing.

    Thanks,
    Andrew
     
  37. BarryBasic

    BarryBasic

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    Hello,

    Im having issue dragging prefabs from the prefab library window on mac.

    Subscribe to USB device events
    2023-10-18 17:41:05.437 Unity[3357:59865] NSEventModifierFlagFunction specified to -setKeyEquivalentModifierMask: for item <NSMenuItem: 0x17d756c70 Font Asset, ke='Command-F12'>, but is only supported for system-provided menu items; will not be used
    Created GICache directory at /Users/vertexbuffer/Library/Caches/com.unity3d.UnityEditor/GiCache. Took: 0.004s, timestamps: [6.688 - 6.692]
    gi::BakeBackendSwitch: switching bake backend from 3 to 2.
    Setting up 5 worker threads for Enlighten.
    [00:00:01] Builtin Sky manager started.
    [LicensingClient] Successfully updated the access token
    [Licensing::Module] Successfully updated access token: "gS5NvSpE"... (expires: 2024-10-18 16:41:06 GMT)
    [00:00:01] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.31s wallclock)
    [collab-accelerator] discovery started due to a new cloud project binding
    UPID Received '4843c59e-e0a2-4fa9-8c4c-58140184c6f8'.
    [LicensingClient] Successfully updated the access token
    [Licensing::Module] Successfully updated access token: "gS5NvSpE"... (expires: 2024-10-18 16:41:07 GMT)
    [00:00:02] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.31s wallclock)
    UPID Received '4843c59e-e0a2-4fa9-8c4c-58140184c6f8'.
    UPID Received '4843c59e-e0a2-4fa9-8c4c-58140184c6f8'.
    Asset Pipeline Refresh (id=aae6b7788a06c4d85b0b57421d723da4): Total: 0.047 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
    2023-10-18 17:41:20.138 Unity[3357:59865] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
    2023-10-18 17:41:20.148 Unity[3357:59865] CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
    2023-10-18 17:41:25.130 Unity[3357:59865] NSEventModifierFlagFunction specified to -setKeyEquivalentModifierMask: for item <NSMenuItem: 0x2e5bf6f90 UI Toolkit Debugger, ke='Command-F5'>, but is only supported for system-provided menu items; will not be used
    TrimDiskCacheJob: Current cache size 207mb
    Asset Pipeline Refresh (id=5ae1de84c9e0f4ed79fb08c3d5604129): Total: 0.055 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
     
  38. XGT08

    XGT08

    Joined:
    Aug 1, 2013
    Posts:
    1,845
    Please read the message above. Use the green arrow button instead of drag and drop.

    Drag and drop seems to be buggy in Unity for Mac. Example: https://forum.unity.com/threads/macos-drag-and-drop-in-editor-not-working.528667/
     
    BarryBasic likes this.
  39. xjjon

    xjjon

    Joined:
    Apr 15, 2016
    Posts:
    591
    upload_2023-10-23_22-23-19.png

    Hi, there's a lot of startup lag when going into play mode. Can this be avoided?
     
  40. XGT08

    XGT08

    Joined:
    Aug 1, 2013
    Posts:
    1,845
    Hi there,

    Thanks for letting me know about this. I will look into it.

    Cheers,
    Andrew
     
  41. XGT08

    XGT08

    Joined:
    Aug 1, 2013
    Posts:
    1,845
    Hi @xjjon

    There doesn't appear to be a lag in my case, aside from the usual lag when switching to playmode and back. However, this may also have to do with the number of folders in the project.

    That being said, I also don't remember why the data folder validation is necessary in this case, so I replaced it with a more simple check which should reduce the lag considerably.

    Feel free to send me an e-mail at octamodius@yahoo.com and I will send you the updated package.

    Cheers,
    Andrew
     
    xjjon likes this.
  42. xjjon

    xjjon

    Joined:
    Apr 15, 2016
    Posts:
    591
    Thanks, I sent you an email.

    This seems to happen when loading the game world scene from SceneManager.LoadSceneAsync
    I don't see the GSpawn related Init when directly starting with the game world scene.

    If I remove the GSpawn component from the scene then loading the scene is almost instant. Is this component required? Does it store any metadata for the objects in the scene? Although that is inconvenient to remove anyway as all the GSpawn related editor windows won't show if that object is not in the scene.
     
  43. AlexanderMerk

    AlexanderMerk

    Joined:
    Nov 9, 2016
    Posts:
    16

    Hello!
    I have the same problem as @xjjon

    P.S. that happens even when GSpawn disabled on scene

    P.S.S. URP, unity 2021.3.29f1, last version of GSpawn (updated today)
     

    Attached Files:

  44. xjjon

    xjjon

    Joined:
    Apr 15, 2016
    Posts:
    591
    The author gave me a fix, not sure if he reached out to you but it is basically changing this line:


    if (!PluginFolders.isDataFolderValid())

    to


    if (!FileSystem.folderExists(PluginFolders.data))

    in `ObjectSpawnTool.cs` in the OnEnable() method, line 90
     
    AlexanderMerk likes this.
  45. XGT08

    XGT08

    Joined:
    Aug 1, 2013
    Posts:
    1,845
    Hi there,

    You can send me an e-mail at octamodius@yahoo.com and I will send you the updated package. The fix is not yet part of an official update so you can't find it on the store yet.

    Cheers,
    Andrew
     
    AlexanderMerk likes this.