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TriLib - Model Loading Package

Discussion in 'Assets and Asset Store' started by rickomax, Jun 21, 2017.

  1. federicoVS

    federicoVS

    Joined:
    Feb 8, 2017
    Posts:
    8
    Related to the Python error (Failed running python "/Applications/Unity/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/emcc"), I get this:

    stdout:(module (type $FUNCSIG$ii (func (param i32) (result i32))) (type $FUNCSIG$iiii (func (param i32 i32 i32) (result i32))) (type $FUNCSIG$vii (func (param i32 i32))) (type $FUNCSIG$iiiiii (func (param i32 i32 i32 i32 i32) (result i32))) (type $FUNCSIG$viiiiii (func (param i32 i32 i32 i32 i32 i32))) (type $FUNCSIG$viii (func (param i32 i32 i32))) (type $FUNCSIG$vi (func (param i32))) (type $FUNCSIG$viijii (func (param i32 i32 i64 i32 i32))) (type $FUNCSIG$iii (func (param i32 i32) (result i32))) (type $FUNCSIG$iijii (func (param i32 i64 i32 i32) (result i32))) (type $FUNCSIG$iiiii (func (param i32 i32 i32 i32) (result i32))) (type $FUNCSIG$iiiiiiiii (func (param i32 i32 i32 i32 i32 i32 i32 i32) (result i32))) (type $FUNCSIG$fii (func (param i32 i32) (result f32))) (type $FUNCSIG$viiii (func (param i32 i32 i32 i32))) (type $FUNCSIG$i (func (result i32))) (type $FUNCSIG$iif (func (param i32 f32) (result i32))) (type $FUNCSIG$viiiiiiii (func (param i32 i32 i32 i32 i32 i32 i32 i32))) (type $FUNCSIG$v (func)) (type $FUNCSIG$di (func (param i32) (result f64))) (type $FUNCSIG$vijji (func (param i32 i64 i64 i32))) (type $FUNCSIG$iifi (func (param i32 f32 i32) (result i32))) (type $FUNCSIG$iiifi (func (param i32 i32 f32 i32) (result i32))) (type $FUNCSIG$viiifi (func (param i32 i32 i32 f32 i32))) (type $FUNCSIG$viiiii (func (param i32 i32 i32 i32 i32))) (type $FUNCSIG$iiiiiiii (func (param i32 i32 i32 i32 i32 i32 i32) (result i32))) (type $FUNCSIG$diii (func (param i32 i32 i32) (result f64))) (type $FUNCSIG$jiii (func (param i32 i32 i32) (result i64))) (type $FUNCSIG$fiii (func (param i32 i32 i32) (result f32))) (type $FUNCSIG$iiiiiii (func (param i32 i32 i32 i32 i32 i32) (result i32))) (type $FUNCSIG$viiiiiii (func (param i32 i32 i32 i32 i32 i32 i32))) (type $FUNCSIG$iiji (func (param i32 i64 i32) (result i32))) (type $FUNCSIG$jiiii (func (param i32 i32 i32 i32) (result i64))) (type $FUNCSIG$jiiiii (func (param i32 i32 i32 i32 i32) (result i64))) (type 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i32) (result f32))) (type $FUNCSIG$viiiiiiiiiiiii (func (param i32 i32 i32 i32 i32 i32 i32 i32 i32 i32 i32 i32 i32))) (type $FUNCSIG$diddi (func (param i32 f64 f64 i32) (result f64))) (type $FUNCSIG$fiffi (func (param i32 f32 f32 i32) (result f32))) (type $FUNCSIG$didii (func (param i32 f64 i32 i32) (result f64))) (type $FUNCSIG$didiii (func (param i32 f64 i32 i32 i32) (result f64))) (type $FUNCSIG$viidii (func (param i32 i32 f64 i32 i32))) (type $FUNCSIG$iiifii (func (param i32 i32 f32 i32 i32) (result i32))) (type $FUNCSIG$iiidii (func (param i32 i32 f64 i32 i32) (result i32))) (type $FUNCSIG$iifii (func (param i32 f32 i32 i32) (result i32))) (type $FUNCSIG$iidii (func (param i32 f64 i32 i32) (result i32))) (type $FUNCSIG$jiiiiiii (func (param i32 i32 i32 i32 i32 i32 i32) (result i64))) (type $FUNCSIG$jidji (func (param i32 f64 i64 i32) (result i64))) (type $FUNCSIG$viffi (func (param i32 f32 f32 i32))) (type $FUNCSIG$viffffi (func (param i32 f32 f32 f32 f32 i32))) (type 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i32 i32 i32 i32 i32 i32 i32 i32 i32 i32 i32 i32))) (type $FUNCSIG$iiiiiiiiiiffffii (func (param i32 i32 i32 i32 i32 i32 i32 i32 i32 f32 f32 f32 f32 i32 i32) (result i32))) (type $FUNCSIG$iiiiiiiiiiiiffffii (func (param i32 i32 i32 i32 i32 i32 i32 i32 i32 i32 i32 f32 f32 f32 f32 i32 i32) (result i32))) (type $FUNCSIG$ddi (func (param f64 i32) (result f64))) (type $FUNCSIG$fiff (func (param i32 f32 f32) (result f32))) (type $FUNCSIG$if (func (param f32) (result i32))) (type $FUNCSIG$ifi (func (param f32 i32) (result i32))) (type $FUNCSIG$ifii (func (param f32 i32 i32) (result i32))) (type $FUNCSIG$iid (func (param i32 f64) (result i32))) (type $FUNCSIG$iiiif (func (param i32 i32 i32 f32) (result i32))) (type $FUNCSIG$iiiiid (func (param i32 i32 i32 i32 f64) (result i32))) (type $FUNCSIG$iiiiifiiiif (func (param i32 i32 i32 i32 f32 i32 i32 i32 i32 f32) (result i32))) (type $FUNCSIG$iiiiiid (func (param i32 i32 i32 i32 i32 f64) (result i32))) (type $FUNCSIG$iiiiiiijjiii (func (param i32 i32 i32 i32 i32 i32 i64 i64 i32 i32 i32) (result i32))) (type $FUNCSIG$iiiiiijjii (func (param i32 i32 i32 i32 i32 i64 i64 i32 i32) (result i32)<message truncated>
     
  2. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    Hi @rickomax,

    I am trying to get different types of models to import to Unity. I have a 3DS file and a DAE file that when I import, starts throwing errors like this:

    Screen position out of view frustum (screen pos 404.667969, 80.558594) (Camera rect 0 0 872 545)
    UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32)


    This doesn't happen with OBJ, STL or FBX files. I am working with VR (oculus go) and using Unity 2017.4 personal edition. Any help is appreciated.
     
  3. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Current TriLib Asset Store version has some issues due to the new WebGL module.

    A new update is on the way, containing the fixes for WebGL and many improvements:
    • D3MF, 3MF, AMF, FBX, DAE, GLTF2, MDC, OBJ, Q3BSP, SMD, X loaders improvements.
    • Big D3MF, IFC and Q3BSP will be supported.
    • A new callback system has been added. You will be able to load model data, external data and texture data from any source that returns a byte array.
    Next update should be ready on the next days.



    Best regards,
    Ricardo Reis.
     
    Bartolomeus755 likes this.
  4. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    @federicoVS, I will test the WebGL module on Unity 2018 after the next TriLib update and check the issue source.
     
  5. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Probably your model is too big or too small, that's why you get these extraneous coordinates. Could you check the model bounds on another software?
     
  6. federicoVS

    federicoVS

    Joined:
    Feb 8, 2017
    Posts:
    8
    Thanks!
     
  7. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    The .3DS model I am using is of a house on 1:1 scale and the .DAE model is an IKEA coffee table. They both should be okay in terms of being too big or too small.
    In any case, what software can I use to measure the bounds?

    EDIT Update:
    I converted the same 3DS model to FBX and it opens up without any issue on the same scale. So I doubt it has anything to do with the size of the model.
     
    Last edited: Oct 5, 2018
  8. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
  9. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    Hi @rickomax,
    I have sent you an email with the models that I am having issues with. Please let me know how to proceed with this. Thank you!
     
  10. Yaroslav-Kravtsov

    Yaroslav-Kravtsov

    Joined:
    Dec 5, 2014
    Posts:
    4
    Guys, I have an issue with glitchy animation if I use Animator Controller over the loaded by TriLib fbx model?
    Here how it looks


    For this example, I took simple model and animation from Mixamo. If I imported this model manually to Unity and make Animator Controller from it - animation works fine (textures are not fine, but I know how it can be fixed). When I import this model with the default legacy animation system - it works too. But if I load this model without animation and apply my Animator from the first case - animation starts work in the very strange way.

    Any ideas how it can be fixed?
     
  11. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Hi @Yaroslav-Kravtsov !

    I've checked out your project files and seems you need an Avatar assigned to your model.

    Please check the AvatarLoader.cs and AvatarLoaderSample.scene files on TriLibExtras folder. The script generates an Avatar from Mixamo or Biped characters and configures a GameObject to use that Avatar.

    You can specify the AnimatorController to be applied on the AvatarLoader RuntimeAnimatorController field.

    To build the Avatar GameObject, you should call the LoadAvatar or LoadAvatarFromMemory method from AvatarLoader, passing the TemplateAvatar parameter as the object that will receive the loaded GameObject.
     
  12. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    I'll check them out!
     
  13. Yaroslav-Kravtsov

    Yaroslav-Kravtsov

    Joined:
    Dec 5, 2014
    Posts:
    4
    @rickomax thank you for advice and quick answer. I tried this solution, but still not get proper results. I sent you an email with details and project. I tried to load an avatar by script, based on AvatarLoaderSample.cs, but results doesn't match what I get on AvatarLoaderSample.scene with the same model.

    Here is my script:
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. namespace TriLib.Extras
    6. {
    7.     public class loader : MonoBehaviour
    8.     {
    9.         private AvatarLoader _avatarLoader;
    10.         public GameObject avatar_example;
    11.         //direct link to \Assets\Standard Assets\Characters\ThirdPersonCharacter\Prefabs\ThirdPersonController.prefab
    12.  
    13.         void Start()
    14.         {
    15.             _avatarLoader = FindObjectOfType<AvatarLoader>();
    16.             var template_avatar = Instantiate(avatar_example);
    17.             template_avatar.transform.DestroyChildren(true);
    18.  
    19.             //Link to the Ethan's model copy, made from \Standard Assets\Characters\ThirdPersonCharacter\Models
    20.             _avatarLoader.LoadAvatar("./Assets/TriLib/TriLibExtras/Samples/Models/Ethan.fbx", template_avatar);
    21.         }
    22.     }
    23. }
    24.  
    And here how result looks are
     
  14. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    Damn! that's gonna give someone nightmares!! :D
     
  15. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    Hi @rickomax ,
    Have you got a chance to take a look at the models I sent you? We are kind of stumped with this at the moment. Any help is appreciated. Thanks.
     
  16. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Not yet.
    I'll check them out today.
     
  17. andgest

    andgest

    Joined:
    Apr 26, 2018
    Posts:
    26
    Hello,

    I have trouble on my android devices when I try to load an Fbx file.

    On my computer, when I load a FBX, all work fine.

    Then, for the same code, on my android devices (Galaxy Tab S3 and One Plus 3T) I have the following error :
    10-15 19:53:11.711 16544 16559 E Unity : Unable to find libassimp

    What can I do to solve this ?
    Thank you in advance for your help.
     
  18. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Hi, both of your devices have Arm64 processor architectures.

    Make sure you're using at least Unity "2018.1.0 Beta 2" version.

    Please go to "TriLib/TriLib/Plugins/Android/Arm64/libassimp.so" file properties inside Unity and check if the target CPU is set to "Arm64". If not, change it to "Arm64" and try to compile your project again.

    Best regards,
    Ricardo Reis.
     
  19. andgest

    andgest

    Joined:
    Apr 26, 2018
    Posts:
    26
    Hello,

    Thank you for your quick reply :)
    I'm on Unity 2018.2.6f1.
    I check the file libassimp.so as you said but it's already set on "Arm64" (see attached screenshot)
    libassimp64.png
    It'is not exactly the same path that you said, mine is "Assets/ThirdParty/TriLib/TriLib/Plugins/Android/libs/arm64/libassimp.so".
    Does it cause trouble ?

    Thanks
     
  20. jcbadboy

    jcbadboy

    Joined:
    Mar 24, 2010
    Posts:
    57
    @rickomax I tested with the unity 2017.4.1f1 version. Now I have the follow error:

    "IL2CPP error (no further information about what managed code was being converted is available)
    Additional information: Build a development build for more information. O m�todo ou a opera��o n�o est� implementada."

    "Failed running C:\Program Files\Unity2017.4.1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --development-mode --dotnetprofile="net45" --compile-cpp --libil2cpp-static --platform="WebGL" --architecture="EmscriptenJavaScript" --configuration="Debug" --outputpath="D:\Temp\Wireframe\unity\wireframe\Assets /../Temp/StagingArea/Data\Native\build.bc" --cachedirectory="D:\Temp\Wireframe\unity\wireframe\Assets\..\Library/il2cpp_cache" --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --emit-method-map --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_AccessibilityModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_AIModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_AnimationModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_ARModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_AssetBundleModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_AudioModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_BaselibModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_ClothModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_CloudWebServicesModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_CoreModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_CrashReportingModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_DirectorModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_FacebookModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_GameCenterModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_GridModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_HotReloadModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_ImageConversionModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_IMGUIModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_InputModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_JSONSerializeModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_ParticlesLegacyModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_ParticleSystemModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_PerformanceReportingModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_Physics2DModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_PhysicsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_ScreenCaptureModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_SharedInternalsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_SpatialTrackingModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_SpriteMaskModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_SpriteShapeModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_StyleSheetsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_TerrainModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_TerrainPhysicsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_TextRenderingModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_TilemapModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_TimelineModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UIElementsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UIModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UmbraModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UNETModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UnityAnalyticsModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UnityConnectModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UnityWebRequestAudioModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UnityWebRequestModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UnityWebRequestTextureModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_UnityWebRequestWWWModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_VehiclesModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_VideoModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_VRModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_WebModule_Dynamic.bc" --additional-libraries="C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\lib\modules_development\WebGLSupport_WindModule_Dynamic.bc" --map-file-parser="C:\Program Files\Unity2017.4.1\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --assembly="D:\Temp\Wireframe\unity\wireframe\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" --assembly="D:\Temp\Wireframe\unity\wireframe\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" --assembly="D:\Temp\Wireframe\unity\wireframe\Temp\StagingArea\Data\Managed\UnityEngine.dll" --generatedcppdir="D:\Temp\Wireframe\unity\wireframe\Temp\StagingArea\Data\il2cppOutput"

    stdout:
    IL2CPP error (no further information about what managed code was being converted is available)
    Additional information: Build a development build for more information. O m�todo ou a opera��o n�o est� implementada.
    il2cpp.exe didn't catch exception: System.NotImplementedException: O m�todo ou a opera��o n�o est� implementada.
    em Unity.IL2CPP.GenericSharing.GenericSharingVisitor.Process(Instruction instruction, MethodDefinition method)
    em Unity.IL2CPP.GenericSharing.GenericSharingVisitor.ProcessType(TypeDefinition type)
    em Unity.IL2CPP.GenericSharing.GenericSharingVisitor.Collect(AssemblyDefinition assembly)
    em Unity.IL2CPP.AssemblyConverter.Apply()
    em Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName)
    em il2cpp.Program.DoRun(String[] args)
    em il2cpp.Program.Run(String[] args)
    em il2cpp.Program.Main(String[] args)
    stderr:

    Exce��o Sem Tratamento: System.NotImplementedException: O m�todo ou a opera��o n�o est� implementada.
    em Unity.IL2CPP.GenericSharing.GenericSharingVisitor.Process(Instruction instruction, MethodDefinition method)
    em Unity.IL2CPP.GenericSharing.GenericSharingVisitor.ProcessType(TypeDefinition type)
    em Unity.IL2CPP.GenericSharing.GenericSharingVisitor.Collect(AssemblyDefinition assembly)
    em Unity.IL2CPP.AssemblyConverter.Apply()
    em Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName)
    em il2cpp.Program.DoRun(String[] args)
    em il2cpp.Program.Run(String[] args)
    em il2cpp.Program.Main(String[] args)

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:336)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:317)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:160)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)"
     
  21. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    It was my tipo, the library should be working for you. Could you check if other Android plugins aren't active for Arm64 platform?
     
  22. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    JC, I haven't tested the debug compilation yet. Mine is configured like that:
     
  23. Mardel

    Mardel

    Joined:
    Feb 24, 2017
    Posts:
    2
    Hi, i've been using Trilib to create a model viewing tool and it's great, thanks.

    I need to include exporting, and have tried to extend the AssimpInterop file to include Assimp export features included in the cexport.h file (for example aiExportScene), but it would seem they're not included in the assimp library trilib uses (EntryPoint not found ).
    I was wondering if it would cause any problem to replace the assimp libraries trilib uses by new ones that include export features, if yes, do you know of any other way to achieve this ?

    Thanks a ton.
     
  24. jcbadboy

    jcbadboy

    Joined:
    Mar 24, 2010
    Posts:
    57
    @rickomax this is my setup for the last error:
     
  25. jcbadboy

    jcbadboy

    Joined:
    Mar 24, 2010
    Posts:
    57
    @rickomax i did change my setup to acomplish yours, but now I have new errors:

    "
    Failed running "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc" @"D:\Temp\trilib\unity\Assets\..\Temp\emcc_arguments.resp"

    stdout:
    stderr:WARNING:root:--separate-asm works best when compiling to HTML. otherwise, you must yourself load the '.asm.js' file that is emitted separately, and must do so before loading the main '.js` file
    warning: unexpected number of arguments 4 in call to '_ZN6il2cpp6icalls8mscorlib6System6String22RedirectToCreateStringEv', should be 0
    warning: unexpected number of arguments 4 in call to '_ZN6il2cpp6icalls8mscorlib6System6String22RedirectToCreateStringEv', should be 0
    warning: unexpected number of arguments 2 in call to '_ZN6il2cpp6icalls8mscorlib6System6String22RedirectToCreateStringEv', should be 0
    warning: unexpected number of arguments 3 in call to '_ZN6il2cpp6icalls8mscorlib6System6String22RedirectToCreateStringEv', should be 0
    warning: unexpected return type i32 in call to 'aiSetImportPropertyInteger', should be void
    warning: unexpected return type i32 in call to 'aiSetImportPropertyInteger', should be void
    warning: unexpected return type i32 in call to 'aiSetImportPropertyFloat', should be void
    warning: unexpected return type i32 in call to 'aiSetImportPropertyFloat', should be void
    warning: unexpected return type i32 in call to 'aiSetImportPropertyString', should be void
    warning: unexpected return type i32 in call to 'aiSetImportPropertyString', should be void
    warning: unexpected return type i32 in call to 'aiSetImportPropertyMatrix', should be void
    warning: unexpected return type i32 in call to 'aiSetImportPropertyMatrix', should be void
    error: unresolved symbol: inflateEnderror: unresolved symbol: _ZN6Assimp14ExportScene3MFEPKcPNS_8IOSystemEPK7aiScenePKNS_16ExportPropertiesEerror: unresolved symbol: inflateerror: unresolved symbol: inflateInit2_error: unresolved symbol: compress2error: unresolved symbol: inflateReseterror: unresolved symbol: inflateInit_error: unresolved symbol: uncompresserror: unresolved symbol: unzOpen2_64error: unresolved symbol: inflateSetDictionaryAborting compilation due to previous errors | undefinedTraceback (most recent call last):
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc", line 13, in <module>
    emcc.run()
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc.py", line 1670, in run
    final = shared.Building.emscripten(final, append_ext=False, extra_args=extra_args)
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\tools\shared.py", line 1745, in emscripten
    call_emscripten(cmdline)
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emscripten.py", line 1842, in _main
    temp_files.run_and_clean(lambda: main(
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\tools\tempfiles.py", line 78, in run_and_clean
    return func()
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emscripten.py", line 1847, in <lambda>
    DEBUG=DEBUG,
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emscripten.py", line 1748, in main
    temp_files=temp_files, DEBUG=DEBUG)
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emscripten.py", line 93, in emscript
    glue, forwarded_data = compiler_glue(metadata, settings, libraries, compiler_engine, temp_files, DEBUG)
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emscripten.py", line 296, in compiler_glue
    cwd=path_from_root('src'), error_limit=300)
    File "C:\Program Files\Unity2017.4.1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\tools\jsrun.py", line 122, in run_js
    raise Exception('Expected the command ' + str(command) + ' to finish with return code ' + str(assert_returncode) + ', but it returned with code ' + str(proc.returncode) + ' instead! Output: ' + str(ret)[:error_limit])
    Exception: Expected the command ['C:/Program Files/Unity2017.4.1/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=4096', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\Emscripten\\src\\compiler.js', 'D:\\Temp\\trilib\\unity\\Temp\\EmscriptenTemp\\tmp0miaez.txt', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\Audio.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\Cursor.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\Eval.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\FileSystem.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\Logging.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\Profiler.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\SystemInfo.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\UnetWebSocket.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\Video.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\WebCam.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\WebGL.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\lib\\WebRequest.js', 'C:\\Program Files\\Unity2017.4.1\\Editor\\Data\\PlaybackEngines\\WebGLSupport\\BuildTools\\Emscripten\\src\\library_pthread_stub.js'] to finish with return code 0, but it returned with code 1 instead! Output: // The Module object: Our interface to the outside world. We import
    // and export values on it, and do the work to get that through
    // closure compiler if necessary. There are various ways Module can be used:
    // 1. Not defined. We create it here
    // 2. A function parameter, function(Module) { ..gener
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    "



    "
    Exception: Failed building WebGL Player.
    UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48)
    UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (BuildPostProcessArgs args, Boolean wasmBuild, System.String sourceFiles, System.String sourceFilesHash) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:408)
    UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:451)
    UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:916)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:272)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)

    "
     
  26. mikko_forsman

    mikko_forsman

    Joined:
    Jul 10, 2017
    Posts:
    22

    Hi @rickomax ,

    Do you have any news on this issue with the materials in ifc files? I just updated to the latest version downloaded from https://ricardoreis.net/?p=93, and IFC models still seem to be suffering from the same issue where they are completely grey without any materials. Transparent objects also still have the same issue that they do not properly get their alpha values.

    EDIT: Transparent materials actually work fine now, with these options:
    assetLoaderOptions.ApplyAlphaMaterials = true;
    assetLoaderOptions.UseCutoutMaterials = false;


    Best regards,
    Mikko Forsman
     
    Last edited: Oct 17, 2018
  27. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Seems your build is missing ZLIB library. I've removed it from build, since the build Unity is generating for me already includes ZLIB. I'll research about your issue.
     
    jcbadboy likes this.
  28. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Hi!

    All Assimp libraries TriLib uses are compiled without the exporting feature. I'm planning to add this feature soon. I'll keep users updated via the newsletter.
     
  29. Mardel

    Mardel

    Joined:
    Feb 24, 2017
    Posts:
    2
    Hi,

    Thanks for your answer, do you think it would be a problem to replace the libraries trilib uses with newly compiled ones with all features for now ?
     
  30. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    Hi @rickomax,
    I really need some resolution on the files I emailed you, man. :( My whole project is kind of stalled because I am not sure if Trilib is the way to go forward in case it doesn't satisfy our needs for the project. Please let me know. I hope you'll understand.
     
  31. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    Hey @rickomax,
    I tried to set some post processing flags with the mesh imports. The OptimiseGraph does seem to resolve the problem of wonky mesh, but it generates a mesh that is different in position / rotation than the original mesh. Also, it only generates a single gameobject and combines the meshes (which I don't particularly want).
     
  32. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Hi!

    I've just answered your e-mail.
     
  33. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Hi!

    I'll be checking this out.
     
  34. andgest

    andgest

    Joined:
    Apr 26, 2018
    Posts:
    26
    Hello,
    Currently it's the only plugin on the project.
    Should I test with an other plugin ?
    Thanks
     
  35. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Hi, I don't think so.
    Could you look inside your generated JAR file and check if the libassimp.so is included?
     
  36. andre-ivankio

    andre-ivankio

    Joined:
    Mar 29, 2010
    Posts:
    53
    Any chance to get a look at ZIP on UWP on 2018.2?
     
  37. andgest

    andgest

    Joined:
    Apr 26, 2018
    Posts:
    26
    Hi,
    I have checked inside the apk and the file is rigth present in lib/armeabi-v7a forlder (see attachment picture).

    I attach also the apk generated : https://drive.google.com/file/d/153NUwUIWxs8TcxYqpEVDE2dWT-_pykCa/view?usp=sharing

    The full log when the app is running on my Galaxy Tab S3 :

    10-22 19:17:42.921 1869 1884 I Unity : SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 4, Memory = 3391mb
    10-22 19:17:42.921 1869 1884 I Unity : SystemInfo ARM big.LITTLE configuration: 2 big (mask: 0xc), 2 little (mask: 0x3)
    10-22 19:17:42.922 1869 1884 I Unity : ApplicationInfo com.myCompany.TriLibTest version 0.1 build cae50034-6ab2-40da-aa9b-25eab1a82829
    10-22 19:17:42.922 1869 1884 I Unity : Built from '2018.2/release' branch, Version '2018.2.6f1 (c591d9a97a0b)', Build type 'Release', Scripting Backend 'mono'
    10-22 19:17:43.053 1869 1884 D Unity : GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_border_clamp GL_EXT_multisampled_render_to_texture GL_EXT_mul
    10-22 19:17:43.053 1869 1884 D Unity : tisampled_render_to_texture2 GL_OES_shader_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OES_EGL_image_external_essl3 GL_OVR_multiview_multisampled_render_to_texture GL_EXT_buffer_storage GL_EXT_external_buffer GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance
    10-22 19:17:43.053 1869 1884 D Unity : GL_EXT_protected_textures GL_EXT_shader_non_constant_global_initializers GL_QCOM_texture_foveated GL_QCOM_shader_framebuffer_fetch_noncoherent GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_EGL_image_array GL_NV_shader_noperspective_interpolation
    10-22 19:17:45.814 1869 1893 E Unity : java.net.UnknownHostException: Unable to resolve host "config.uca.cloud.unity3d.com": No address associated with hostname
    10-22 19:17:45.814 1869 1893 E Unity :
    10-22 19:17:45.814 1869 1893 E Unity : (Filename: Line: 433)
    10-22 19:17:45.814 1869 1893 E Unity :
    10-22 19:17:46.180 1869 1884 E Unity : Unable to find libassimp
    10-22 19:17:46.255 1869 1884 E Unity : Exception: Error loading asset. Assimp returns: [Unable to open file "./Assets/42/artek_42_obj.obj".]
    10-22 19:17:46.255 1869 1884 E Unity : at TriLib.AssetLoaderBase.InternalLoadFromFile (System.String filename, System.String basePath, TriLib.AssetLoaderOptions options, Boolean usesWrapperGameObject) [0x00000] in <filename unknown>:0
    10-22 19:17:46.255 1869 1884 E Unity : at TriLib.AssetLoader.LoadFromFile (System.String filename, TriLib.AssetLoaderOptions options, UnityEngine.GameObject wrapperGameObject, System.String basePath) [0x00000] in <filename unknown>:0
    10-22 19:17:46.255 1869 1884 E Unity : at TriLibLoad.Start () [0x00000] in <filename unknown>:0
    10-22 19:17:46.255 1869 1884 E Unity :
    10-22 19:17:46.255 1869 1884 E Unity : (Filename: Line: -1)
    10-22 19:17:46.255 1869 1884 E Unity :
    10-22 19:17:46.342 1869 1894 E Unity : java.net.UnknownHostException: Unable to resolve host "cdp.cloud.unity3d.com": No address associated with hostname
    10-22 19:17:46.342 1869 1894 E Unity :
    10-22 19:17:46.342 1869 1894 E Unity : (Filename: Line: 433)
    10-22 19:17:46.342 1869 1894 E Unity :
    10-22 19:17:47.866 1869 1895 E Unity : java.net.UnknownHostException: Unable to resolve host "cdp.cloud.unity3d.com": No address associated with hostname
    10-22 19:17:47.866 1869 1895 E Unity :
    10-22 19:17:47.866 1869 1895 E Unity : (Filename: Line: 433)
     

    Attached Files:

    Last edited: Oct 22, 2018
  38. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    I've checked out the APK file, and Unity is including x86 and Armv7 libraries, but not the Arm64 library to your build. Also, it's strange that it's detecting your device as an Armv7 architecture (ARMv7 VFPv3 NEON), since it has an Arm64 processor:

    Source

    I'm thinking about a possible fix for your issue.
     
  39. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Gonna do that soon!
     
  40. andgest

    andgest

    Joined:
    Apr 26, 2018
    Posts:
    26
    Hi,
    As a workaround, is it possible to add manually the missing files into the apk on /lib/arm64/ ?
    If yes, where can I found the 3 files libmain.so, libmono.so, libunity.so ?

    Do you have a Jira or Trello to watch the status onto this issue ?

    Thank you for your job :)
     
  41. jcbadboy

    jcbadboy

    Joined:
    Mar 24, 2010
    Posts:
    57
    @rickoma any news about the "missing ZLIB library" problem?
     
  42. andgest

    andgest

    Joined:
    Apr 26, 2018
    Posts:
    26
    Hi,
    I'm not sure it's an Android issue because I have the same problem on an iPhone XS and an iphone 7....
    I'm currently working on how to extract log on iOS to check if I get exactly the same error that on my android device.
    Maybe it's a wrong setting onto unity ?
    Do you need my Unity project to help you to debugging this issue ?
     
  43. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Yes, that would be useful.
    Please send it to: contato@ricardoreis.net
     
  44. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Not yet!
    I'll test the same setup on OSX soon, as using the Unity version you have on Windows let me build just fine.
     
    jcbadboy likes this.
  45. jcbadboy

    jcbadboy

    Joined:
    Mar 24, 2010
    Posts:
    57
    I´d like to remember that my build problem is on windows, Unity2017.4.1 (recommended), and using your unity configs.
     
  46. CAD_Schroer_GmbH

    CAD_Schroer_GmbH

    Joined:
    Jan 23, 2017
    Posts:
    14
    Hi Rickomax,

    I have a problem to use TriLib on UWP with il2Cpp Scripting Backend.

    The exeption i got is:

    System.Exception: Error parsing file. ---> System.NotSupportedException: To marshal a managed method, please add an attribute named 'MonoPInvokeCallback' to the method definition.
    at TriLib.AssimpInterop._aiImportFileFromMemoryWithProperties (System.IntPtr ptrBuffer, System.UInt32 uintLength, System.UInt32 uintFlags, System.Int32 fileId, System.String strHint, System.IntPtr ptrProps, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.AssimpInterop.ai_ImportFileFromMemoryWithProperties (System.Byte[] fileBytes, System.UInt32 uintFlags, System.String strHint, System.IntPtr ptrProps, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback, System.Int32 fileId) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.AssetLoaderBase.ImportFileFromMemory (System.Byte[] fileBytes, System.String fileHint, TriLib.AssetLoaderOptions options, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback, System.Int32 fileId) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.AssetLoaderBase.InternalLoadFromMemory (System.Byte[] fileBytes, System.String filename, System.String basePath, TriLib.AssetLoaderOptions options, System.Boolean usesWrapperGameObject, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback, TriLib.LoadTextureDataCallback loadTextureDataCallback) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.AssetLoaderBase.InternalLoadFromMemoryAndZip (System.Byte[] data, System.String assetExtension, System.String basePath, TriLib.AssetLoaderOptions options, System.Boolean usesWrapperGameObject, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback, TriLib.LoadTextureDataCallback loadTextureDataCallback) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.AssetLoader.LoadFromMemoryWithTextures (System.Byte[] fileData, System.String assetExtension, TriLib.AssetLoaderOptions options, UnityEngine.GameObject wrapperGameObject, System.String basePath, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.Samples.LoadSampleAsync2.Start () [0x00000] in <00000000000000000000000000000000>:0
    --- End of inner exception stack trace ---
    at TriLib.AssetLoaderBase.InternalLoadFromMemory (System.Byte[] fileBytes, System.String filename, System.String basePath, TriLib.AssetLoaderOptions options, System.Boolean usesWrapperGameObject, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback, TriLib.LoadTextureDataCallback loadTextureDataCallback) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.AssetLoaderBase.InternalLoadFromMemoryAndZip (System.Byte[] data, System.String assetExtension, System.String basePath, TriLib.AssetLoaderOptions options, System.Boolean usesWrapperGameObject, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback, TriLib.LoadTextureDataCallback loadTextureDataCallback) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.AssetLoader.LoadFromMemoryWithTextures (System.Byte[] fileData, System.String assetExtension, TriLib.AssetLoaderOptions options, UnityEngine.GameObject wrapperGameObject, System.String basePath, TriLib.AssimpInterop+DataCallback dataCallback, TriLib.AssimpInterop+ExistsCallback existsCallback) [0x00000] in <00000000000000000000000000000000>:0
    at TriLib.Samples.LoadSampleAsync2.Start () [0x00000] in <00000000000000000000000000000000>:0
    UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    TriLib.Samples.LoadSampleAsync2:Start()



    and I also got an run-Time error if i start it in Debugging Mode from Visual Studio 2017:
    Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.


    if I change the code to foce MonoPInvokeCallback I only got a mybe endless loop of the Run-Time Error.


    Here some of my settings:

    Unity 2018.2.12f1
    Scripting Runtime version: .Net 4.X Equivalent
    Scipting Backend: IL2CPP
    Api Compatibility Level: .NET 4.X
    Windows SDK: 10.0.17763.0

    Regards,
    CAD Schroer
     
  47. rickomax

    rickomax

    Joined:
    Jun 11, 2013
    Posts:
    683
    Hi, could you test the beta update from my website?
    https://ricardoreis.net/?p=217
     
  48. fueldown_

    fueldown_

    Joined:
    Mar 21, 2018
    Posts:
    23
    Hi Rickomax,

    Thanks for replying to my email. I did manage to resolve the issue of the geometry in those models with PreTransformVertices flag for post processing. But now I am facing 2 different issues.
    1. A lot of models now don't have their textures imported or some are rendered pitch black
    2. ADB log spews a lot of following error :
    Plugins: Couldn't open assimp, error: dlopen failed: library "assimp" not found


    Please let me know. :)
     
  49. CAD_Schroer_GmbH

    CAD_Schroer_GmbH

    Joined:
    Jan 23, 2017
    Posts:
    14
    Hi Rickomax,

    with the beta version I got the same endless loop of Run-Time errors.

    After some testing and reading online:

    It seams to be a problem with the assimp-uwp.dll.
    Maybe it has not the right format for an il2cpp build.

    here is Something from the Unity Manual:
    Another difference compared to .NET scripting backend is that IL2CPP scripting backend exposes the exact same .NET API surface as Unity editor or standalone player, so it’s possible to use the same plugins without the need to compile separate versions target different .NET API for Universal Windows Platform.

    https://docs.unity3d.com/Manual/windowsstore-plugins-il2cpp.html


    But if i try to use the Normal assimp.dll I got a message that the Dll can not Loaded and the Code can not find the dll.

    From my UnityPlayer.log:

    Loading native plugins
    Loading stb_image-uwp.dll
    Loading assimp-uwp.dll
    Loading assimp.dll
    Failed to load 'assimp', expected x86 architecture, but was Unknown architecture. You must recompile your plugin for x86 architecture.


    btw. I use the Scene2 - Sync Asset Loading example for my tests.

    Regards,
    CAD Schroer
     
    Last edited: Oct 29, 2018
  50. giriblr

    giriblr

    Joined:
    Aug 27, 2018
    Posts:
    2
    Hello everyone, I noticed after we imported the TriLib our APK size increases significantly (around 30MB). How about you?