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UMA - Unity Multipurpose Avatar on the Asset Store!

Discussion in 'Assets and Asset Store' started by FernandoRibeiro, Dec 24, 2013.

  1. Xozyain

    Xozyain

    Joined:
    Jun 16, 2017
    Posts:
    10
    Thank for you answer!

    Actualy, i have one more error for now:
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UMA.TextureProcessPRO.ProcessTexture (UMA.UMAData _umaData, UMA.UMAGeneratorBase _umaGenerator) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/TextureProcessPro.cs:58)
    3. UMA.UMAGeneratorPro.ProcessTexture (UMA.UMAGeneratorBase _umaGenerator, UMA.UMAData _umaData, System.Boolean updateMaterialList, System.Int32 InitialScaleFactor) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorPro.cs:372)
    4. UMA.UMAGeneratorBuiltin.GenerateSingleUMA (UMA.UMAData data, System.Boolean fireEvents) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:305)
    5. UMA.CharacterSystem.DynamicCharacterAvatar.GenerateSingleUMA () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:587)
    6. UMA.CharacterSystem.DynamicCharacterAvatar.Start () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:518)
    7.  
    Right after Unity start. And now i cant see any of my Characters even in editor....
     
  2. Xozyain

    Xozyain

    Joined:
    Jun 16, 2017
    Posts:
    10
    Ok, it somehow shows one of 3 models, but when i try to add Reciepe it can add it or give one more error%
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UMA.CharacterSystem.Editors.WardrobeRecipeListPropertyDrawer.AddRecipe (UnityEditor.SerializedProperty thisRecipesProp, UMA.UMATextRecipe tempRecipeAsset) (at Assets/UMA/Core/Editor/Extensions/DynamicCharacterSystem/WardrobeRecipeListPropertyDrawer.cs:122)
    3. UMA.CharacterSystem.Editors.WardrobeRecipeListPropertyDrawer.DropAreaGUI (UnityEngine.Rect dropArea, UnityEditor.SerializedProperty thisRecipesProp) (at Assets/UMA/Core/Editor/Extensions/DynamicCharacterSystem/WardrobeRecipeListPropertyDrawer.cs:40)
    4. UMA.CharacterSystem.Editors.WardrobeRecipeListPropertyDrawer.OnGUI (UnityEngine.Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at Assets/UMA/Core/Editor/Extensions/DynamicCharacterSystem/WardrobeRecipeListPropertyDrawer.cs:285)
    5. UMA.CharacterSystem.Editors.DynamicCharacterAvatarEditor.OnInspectorGUI () (at Assets/UMA/Core/Editor/Extensions/DynamicCharacterSystem/DynamicCharacterAvatarEditor.cs:245)
    6. UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at /Users/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Editor/Inspector/InspectorElement.cs:546)
    7. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
    Actualy, i'm confusing. Its totally broken for me, but it should not be..
     
  3. Jaimi

    Jaimi

    Joined:
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    Your "TextureMerge" field is not set on your UMAGenerator, or the UMA_GLIB is not set, so no generator exists. I'm not sure why. Please look at UMA_GLIB and make sure you have one in the scene, and that the generator has the "Texture Merge" set to the correct scriptable object.


     
  4. nasirs

    nasirs

    Joined:
    Dec 5, 2019
    Posts:
    11
    So, figured out that the UV were in fact out of coordinates and had to set them up. Thanks for the guidance. Was able to set it up completely after a few changes. Pretty happy with the results. Thanks ton for helping!
    upload_2021-5-26_23-29-58.png

    Also, I changed the subdivision level to 0 when exporting from Daz which brought down the vertex numbers, so was able to run it on 16 bit buffers. But I feel the quality was better with 32 bit (you can see it evident on the shoulders). If I revert to 32 bit, will it impact performance, build or anything important? What impact will it have, what's the downside?
     
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  5. Jaimi

    Jaimi

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    It's pretty much linear - double the vertexes, and it takes twice as long to generate and render. That may not matter depending on what your target is, and how many UMAs you want to have on the screen. If your target is PC, and you have 10 UMAs at most, then no problem, make them as big as you want. If your target is mobile, and you want to have 200... then you need to economize. It really all depends.

    But if you have 32 bit buffers vs 16 bit buffers, and the vertex count is the same... then the difference is just the format of the buffers. They take twice as much memory, and that means they take longer to push up to the video card. But for the most part, it will be unnoticeable unless you are really pushing it.
     
  6. hopeful

    hopeful

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    The most practical solution might be to add vertices to the shoulders ...?
     
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  7. SUUNE

    SUUNE

    Joined:
    Mar 10, 2019
    Posts:
    65
    Hello again. I guess its more of a general coding problem but maybe I will be able to get help here. I want to customize a UMARandomizer.cs and add my scriptableObject to it (to tie picked avatar with some other stats) but I can't add my namespace to this script. How can I do that?
     
  8. ContactVR

    ContactVR

    Joined:
    Feb 19, 2021
    Posts:
    12
    Hi. Question: After many hours invested I finally made a shirt to fit my avatar. However, my avatar suddenly dissapeared and I can't no longer set a new one in the scene. I tried deleting the previous version of UMA and downloading the current one (2.12), but the problem persists. I will paste the error below and will appreciate your support with this:
    NullReferenceException: Object reference not set to an instance of an object
    UMA.TextureProcessPRO.ProcessTexture (UMA.UMAData _umaData, UMA.UMAGeneratorBase _umaGenerator) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/TextureProcessPro.cs:58)
    UMA.UMAGeneratorPro.ProcessTexture (UMA.UMAGeneratorBase _umaGenerator, UMA.UMAData _umaData, System.Boolean updateMaterialList, System.Int32 InitialScaleFactor) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorPro.cs:372)
    UMA.UMAGeneratorBuiltin.GenerateSingleUMA (UMA.UMAData data, System.Boolean fireEvents) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:305)
    UMA.CharacterSystem.DynamicCharacterAvatar.GenerateSingleUMA () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:587)
    UMA.CharacterSystem.DynamicCharacterAvatar.Start () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:518)
     
  9. jmcbride2

    jmcbride2

    Joined:
    Jul 23, 2017
    Posts:
    5
    Thanks! I'm still having the problem, but I'm going through the code and might find something. Also I will try discord. I knew this one would be tough since it seems to be an nReal glasses (android) only problem.
     
  10. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,177

    Code (csharp):
    1.  
    2. var textureMerge = umaGenerator.textureMerge;
    3. textureMerge.RefreshMaterials();
    4.  
    So, what that is saying is your generator does not have a "TextureMerge" object on it. Honestly, I'm not sure how that would happen unless it somehow lost it's reference to it, or perhaps if you made a new Generator object and forgot to put it on there.
     
  11. Jaimi

    Jaimi

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    To speed up compilation, UMA is split into multiple assemblies using ASMDEF files. If you need to reference one in your own script, you will need to add a reference to the UMA stuff in your asmdef, and vice-versa if you need to reference your script from UMA.
     
  12. SUUNE

    SUUNE

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    Mar 10, 2019
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    Thanks. One more question about randomizer - when I adding DNA there is ranges of every part (height for example) and changing those ranges is a nightmare because when I move the range slider it freeze for a sec and then change by 0.003 - I guess its autosave on value change... how to disable this wierd autosave feature? I use unity 2020.3.0f.
     
  13. ContactVR

    ContactVR

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    Feb 19, 2021
    Posts:
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    Thanks for the reply. I wouldn't know how to made a new Generator object even if I wanted. The only thing I was working on before this happened is the mesh hide intended to cover the holes in the shirt. What would you suggest?
     
  14. ContactVR

    ContactVR

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    Feb 19, 2021
    Posts:
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    Update: I managed to solve the problem. I ticked and chose the default options corresponding to "Texture Merger" and "mesh Combiner" in the UMAEditorContext, and the avatar is back. I even managed to re-build the shirt slot and created the mesh hider again. However, there are two "holes" in the shirt that resist to be covered by the mesh hider (pictures attached). I would appreciate your suggestions.
     

    Attached Files:

  15. Jaimi

    Jaimi

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    I'm not sure why it's freezing so long. It is indeed saving on every change, but the asset is small and should not be noticeable. There isn't a way currently to turn off autosaving. To do so would require a code change, and adding a "save" button somewhere. I wouldn't say that saving on changes was weird. If you don't do that, then when the appdomain is reloaded, the changes are lost. All unity assets act this way.
     
  16. Jaimi

    Jaimi

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    OK - so you've gotten the UMAEditorContext bug.
    Best solution at this point is to select some other non-UMA item. Close unity. Reload unity and without selecting any UMA item, you add the UMA_GLIB prefab to the scene.
     
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  17. mahdiii

    mahdiii

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    Oct 30, 2014
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    855
    I would like to set the render texture size for characters differently, I mean the created render texture for the player and NPCs. The player itself should have high quality render texture but npcs should not.
    How can I do that specifically?
     
  18. Jaimi

    Jaimi

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    The dynamic character avatar has a field in advanced that let's you tune the size by character.
     
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  19. mahdiii

    mahdiii

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    Do you mean advanced options/ resolution scale? Perfect, thanks
     
  20. SUUNE

    SUUNE

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    Actually all UMA related things which uses editor scripts run suuuper slow - unity runs at 3 fps when any of yours component that uses editor script is open. It happens to all my team - 5 people with different PC's (all rather fast PC's)
     
  21. SUUNE

    SUUNE

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    and again - next question - what is a point of DNA range asset ? In UMARandomizer I have to set all the DNA ranges manualy... why you didn't use DNA range asset for that?
     
  22. Jaimi

    Jaimi

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    Be sure your global library is clean, without any bad data, and all your races, etc, are in the library - it's easiest to run the "rebuild from project" script to make sure that the Global Library is in good condition. Also be sure you have a UMA_GLIB in the scene, so UMA doesn't keep trying to create and delete an "Editor Context" on the fly.
    There are plenty of non-UMA things that can cause issues as well - make sure you Unity library is in good condition. If there are issues in your Unity library (the library folder), this can cause all kinds of problems. If you have plugins that are interfering with the filesystem when things are saved, this can also cause issues - ie, if you have a rather slow on-access scan. Or if you have source control, and it puts "read only" flags on your files. If you are running on a disc drive, as opposed to an SSD, this will amplify any slowness. If you are running on USB connected drives, or Network drives, these can contribute to slowness also.
     
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  23. Jaimi

    Jaimi

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    Yes, that is it.
     
  24. Jaimi

    Jaimi

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    It just felt like it would be better having everything localized - so you could fine-tune everything without having to generate a bunch of extra DNA Range Assets. Sometimes you can normalize things too much.
     
  25. VR_Junkie

    VR_Junkie

    Joined:
    Nov 26, 2016
    Posts:
    77
    When I switch clothes during play or editor mode the body rebuilds itself which causes my scripts to lose reference (ex: if I put on a shirt I lose reference to the hand). Is there a way to prevent this? I have Editor Time Generation set to true
     
  26. Jaimi

    Jaimi

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    Go under "Race Change Options" and turn off "Rebuild Skeleton".

    Note: once you do this, you cannot change races on the fly.
     
  27. Jaimi

    Jaimi

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    Also - I forgot, but if you go into the UMAGenerator, and enable the new feature "Save and restore ignored items",
    and tag your item "UMAIgnore" - then, it can rebuild the skeleton, and restore the item.
     
  28. Harekelas

    Harekelas

    Joined:
    Feb 3, 2015
    Posts:
    862
    Hi, I just upgraded my UMA from 2.10 to 2.12. And I got confused by the global library. I added all my recipes, races, slots into it but all got deleted when I enter play mode. Nothing can be built in runtime, any ideas what may lead to this?
    I'm using unity 2021.1.5 by the way.
     
  29. SUUNE

    SUUNE

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    Mar 10, 2019
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    hmm... IMHO DNA ranges are quite universal in many cases - over some values its always look bad so having one good DNA range asset working for many randomizers might be a good solution... definetely better than making DNA range for every randomizer separately (especially if you have many wardrobe sets and many types of humans - all using the same base race)
     
    Last edited: Jun 1, 2021
  30. EL_NINO_

    EL_NINO_

    Joined:
    Apr 13, 2017
    Posts:
    10
    Hello, just kind of curious how UMA does it's thing as far as gear/clothing goes... Can a piece of gear, say like pants that started on one UMA be taken off in game and equipped on another UMA with different dimensions? Like giving a friend your armor? Also does it handle situations like a player getting a random drop clothing or armor piece and it will fit whoever puts it on? Or do things have to be tailored to fit each particular UMA model? From a video I watched it sounds like the clothing conforms to to the UMA and meshes get combined so I guess kind of wondering if they can be separated or refit during runtime? Also, the extra skeleton bits (if that's the right term) that allow the UMA's mesh to be reshaped and resized during creation... does the UMA end up with just a standard skeleton when it's finished or is the additional bits necessary for the clothing to fit?
     
  31. ChickenHero

    ChickenHero

    Joined:
    Jul 18, 2016
    Posts:
    79
    There is Transform Rotation in the Overlay item in the Recipe data. Is this number changeable from a slider or script at runtime?
    Is there any sample scene that changes this number?
     
  32. hopeful

    hopeful

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    Items of clothing, as meshes, are slots in UMA. In Blender you fit the clothing to the human model - a "race" - as you wish it to appear. Then you hide everything but the selected clothing and rig (aka armature, skeleton), and export that to Unity. Now you have a clothing mesh bound to a rig that you can feed into UMA as a slot for that particular race. At runtime this gets added with other clothing pieces and body pieces you choose, like hair, hands, and head, to the same race rig you had in Blender. You can change the materials on everything (called overlays in UMA) and you can tweak the dimensions of the body to make it bigger, more muscular, fatter, leaner, or whatever. You can change the dimensions of the facial features, so that even each character made of the same mesh parts can look different due to changes in color or scale.

    So it's not so much that you change the dimensions of the clothing, but with the clothing tied to the rig, you change relationships in the rig to expand or contract the total mesh of the character, including clothing. And since you're changing the rig and and everything is a child of the rig, it all morphs in proportion.

    Whenever you want to make a clothing change, you basically regenerate the whole character mesh and texture atlas. It's fast. In a character creator, with a player trying on different clothes, you would basically be generating a new mesh and atlas for your UMA with each click.

    Hopefully that makes sense.
     
  33. SUUNE

    SUUNE

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    Mar 10, 2019
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    Looks like all my editorGUI problems was related to the Unity version - I was on 2020.3.0f. I updated to 2020.3.10f and now everything works fine. Looks like Unity mess up something with GUI update on 3.0f version.
    It would be nice to add this info to UMA assetstore page or to readme file to help others.
     
  34. EL_NINO_

    EL_NINO_

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    Apr 13, 2017
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    Thanks, that's a very clear explanation. This regeneration of the whole character mesh and texture atlas can happen live in-game though? Like after or outside of character creation if you acquire a piece of armor from a drop or a friend or crafting then being able to equip and unequip it? As long as the gear/armor/clothes are properly UMA-fied can they be changed on the fly?
     
  35. hopeful

    hopeful

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    Yes, at runtime you can change the recipe to include the new clothing piece and generate an UMA using the new recipe. This requires some coding, of course, because everybody's games and clothing options are different, and this is a very specific type of operation. But yes, if a player had acquired a magic helmet, they'd subtract any helmet they are currently wearing, and maybe hair too, maybe ears, or maybe even the whole head, and then the new helmet would be added to the recipe. Then call for the UMA to be regenerated, and the new look appears in the game.

    Depending on your game type, let's say an anime game, maybe you have several different looks available for a player. You store the recipe for each new look, and then the player can load them at will, going from say pajamas to school clothes to workout clothes to date clothes, or whatever, as needed.

    If you have specific questions about that, like where to find a demo involving helmet swapping in the UMA examples folder, or how to save and load recipes, you can ask Jaimi, or better yet, join the UMA discord, and potentially a whole bunch of people can help you along.
     
    Last edited: Jun 2, 2021
  36. arteria

    arteria

    Joined:
    May 31, 2007
    Posts:
    2,190


    Special Thursday UMA GiveAway

    Choose any UMA costume(singular pack, not modular multiset), from the Arteria3d UMA Section, via the link below and email orders@arteria3d.co.uk with your choice and you will receive a download link

    This is being offered again from the other week, as it seems quite a few UMA users missed this offer, so i thought i would run again for those that missed. Enjoy

    Arteria3d UMA Costumes - Visit the link below
    https://arteria3d.myshopify.com/collections/uma
     
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  37. ryanflees

    ryanflees

    Joined:
    Nov 15, 2014
    Posts:
    59
    Hi, I'm new to UMA, and I'm stuck at the first step to create a functional race.
    I've follow the UMA 301 tutorial on youtube, using the o3n female/male race assets. Create the RaceData,Recipe,Slots. And when using UMADynamicCharacterAvatar to switch to it. It says
    Code (CSharp):
    1. AvatarBuilder 'UMADynamicCharacterAvatar': Transform 'Calf_L' for human bone 'LeftLowerLeg' not found
    2. UnityEngine.AvatarBuilder:BuildHumanAvatar (UnityEngine.GameObject,UnityEngine.HumanDescription)
    3. UMA.UMAGeneratorBase:CreateAvatar (UMA.UMAData,UMA.UmaTPose) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBase.cs:378)
    4. UMA.UMAGeneratorBase:SetAvatar (UMA.UMAData,UnityEngine.Animator) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBase.cs:328)
    5. UMA.UMAGeneratorBase:UpdateAvatar (UMA.UMAData) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBase.cs:297)
    6. UMA.UMAGeneratorBuiltin:UpdateUMABody (UMA.UMAData) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:589)
    7. UMA.UMAGeneratorBuiltin:GenerateSingleUMA (UMA.UMAData,bool) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:326)
    8. UMA.CharacterSystem.DynamicCharacterAvatar:GenerateSingleUMA () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:587)
    9. UMA.CharacterSystem.DynamicCharacterAvatar:Start () (at Assets/UMA/Core/Extensions/DynamicCharacterSystem/Scripts/DynamicCharacterAvatar.cs:518)
    Note that I already have "rebuild skeleton" toggled in Race Change Options.

    I've look into the code that it seems to be lacking the enough bone in the boneHashData of UMASkeleton.

    Code (CSharp):
    1. public void GotoTPose()
    2.         {
    3.             if ((umaRecipe.raceData != null) && (umaRecipe.raceData.TPose != null))
    4.             {
    5.                 var tpose = umaRecipe.raceData.TPose;
    6.                 tpose.DeSerialize();
    7.                 for (int i = 0; i < tpose.boneInfo.Length; i++)
    8.                 {
    9.                     var bone = tpose.boneInfo[i];
    10.                     var hash = UMAUtils.StringToHash(bone.name);
    11.                     if (!skeleton.HasBone(hash))
    12.                     {
    13.                         Debug.Log("can't find bone " + bone.name);
    14.                         continue;
    15.                     }
    16.                     skeleton.Set(hash, bone.position, bone.scale, bone.rotation);
    17.                 }
    18.             }
    19.         }
    QQ截图20210611105518.png
    And in the debug mode, it appears only 61 elements in the boneHashData of UMASkeleton.
    As a comparision in another functional o3n project it should have 156 elements.
    And these bone data might be created by the child transform called "Global". It's very weird that the UMADynamicCharacterAvatar prefab itself doesn't have that many bones in it.
    So what can I do to make sure the UMADynamicCharacterAvatar knows what bones I need and add them to UMASkeleton correctly?

    Update: I've add logs to the workflow to find that in UMAGeneratorBuiltin's GenerateSingleUMA function.

    Code (CSharp):
    1. if (umaData.isMeshDirty)
    2.             {
    3.                 UpdateUMAMesh(umaData.isAtlasDirty);
    4.                 umaData.isAtlasDirty = false;
    5.                 umaData.isMeshDirty = false;
    6.                 SlotsChanged++;
    7.                 forceGarbageCollect++;
    8.             }
    The bones(Transforms) might be crreated here, as in the o3n project after this code the "Calf_L" can be found in the hierarchy. And because UpdateUMAMesh leads to internal method, still don't know why the bones aren't created correctly in my working project.
     
    Last edited: Jun 11, 2021
  38. Alluxu

    Alluxu

    Joined:
    Oct 20, 2020
    Posts:
    4
    I need help with colors.

    This generates color. And it works.
    upload_2021-6-12_19-25-30.png

    Here is what is shows.
    upload_2021-6-12_19-26-51.png

    The problem is, that the colors are different according to the debug log, but not according to the scene as you can see.

    upload_2021-6-12_19-28-23.png

    These are the different colors.

    this is how it works:
    upload_2021-6-12_19-30-3.png

    Also the gameobject is instantiated, but it doesn't make difference, as it wont work, even when it is put the to scene by hand.

    Thanks for help.
    -A
     
  39. customphase

    customphase

    Joined:
    Aug 19, 2012
    Posts:
    243
    Im on the latest UMA version (off of github) and i have the same problem, however i dont have that function anywhere in that script. Am i missing something?
     
  40. Jaimi

    Jaimi

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    Jan 10, 2009
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    6,177
    The develop branch contains the as-yet unreleased 2.13 version with the fix.
     
  41. Jaimi

    Jaimi

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    Jan 10, 2009
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    I have no idea what is wrong. You should first swap out the UMA_DCS for UMA_GLIB, and if you are not on 2.12, you should upgrade.
    After that, at runtime, go in and look at the colors on the inspector. If it contains the colors you expect, then the problem must be in the recipe. Either the shared color was renamed, or it's missing somehow.
     
  42. customphase

    customphase

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    Aug 19, 2012
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    243
  43. customphase

    customphase

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    Aug 19, 2012
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    Color struct uses 0-1 range for colors, not 0-255. If you want 0-255 you need to use Color32.
     
    Last edited: Jun 13, 2021
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  44. Jaimi

    Jaimi

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    No, you're not missing anything. I confused two different function.

    They DynamicCharacterAvatar function is "OnScriptsReloaded".

    The broken function is in UMAAssetIndexer.cs

    Sorry about that!
     
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  45. Alluxu

    Alluxu

    Joined:
    Oct 20, 2020
    Posts:
    4
    Thanks man, it was that!
     
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  46. customphase

    customphase

    Joined:
    Aug 19, 2012
    Posts:
    243
    No problem! Thanks, that worked.
     
    Last edited: Jun 13, 2021
    hopeful likes this.
  47. customphase

    customphase

    Joined:
    Aug 19, 2012
    Posts:
    243
    Actually theres still an issue. Sometimes upon entering play mode i get these errors. On top of that, im using ForearmTwist and Physics recipes, and after these errors happen, the components that ForearmTwist/Physics add somehow get applied and saved to the prefab. Also it keeps adding UMAData to the prefab as well, i think thats the cause of this issue.

    upload_2021-6-13_20-22-57.png
     
    Last edited: Jun 13, 2021
  48. Kojote

    Kojote

    Joined:
    May 6, 2017
    Posts:
    141
    Hello!

    I have a small bug in UMA (latest version). Probably just a beginner's error, but I can't find it. I have entered the slots in the Race Data. The texture data is also there, as you can see in the Inspector. However, the material of my avatar remains the default material of UMA. Does anyone have any idea what I have done wrong?

    Thank you very much!

    https://s20.directupload.net/images/210614/t44k3gng.jpg

    EDIT:

    I just looked through everything again and got an error message, is this possibly related to the problem?

    NullReferenceException: Object reference not set to an instance of an object
    UMA.Editors.RecipeEditor.OnEnable () (at C:/Users/data/Documents/UMA2/Assets/UMA/Core/Editor/Extensions/DynamicCharacterSystem/RecipeEditor.cs:142)

    EDIT 2:

    What I find strange is that in the preview in the shader the albedo, specular and normal are correct. I just find it strange that the Normal is pink.
     
    Last edited: Jun 15, 2021
  49. SUUNE

    SUUNE

    Joined:
    Mar 10, 2019
    Posts:
    65
    Hello again.
    I have a very wierd problem with textures. When UMA gets spawned it lacks details and normals of face, but when I open UMARenderer and reveal skin material then suddenly all details shows up... what can cause something like that?
    I use HDRP and Unity 2020.3.11f.
     

    Attached Files:

  50. customphase

    customphase

    Joined:
    Aug 19, 2012
    Posts:
    243
    HDRP uses keywords for excluding the texture sampling code from the shader when certain textures are not used. Those keywords are set from the material editor, and when you open the material editor it re-evaluates all the textures and re-assigns all the keywords, thats why it fixes it. In order to not have that, just assign any texture to your material normal map slot (and mask map as well) before entering play mode.
     
    SUUNE likes this.