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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. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    I thought I had fixed that. Maybe it's in an unreleased version. I will check.
     
    Nutue likes this.
  2. SUUNE

    SUUNE

    Joined:
    Mar 10, 2019
    Posts:
    65
    Yes, I'm sure its not FPS drop, only one slot have LODs for now and only characters with this slot "stutter".

    I tried "keep avatar" and "keep animator controller" in all combinations - no help.

    What you mean by save and restore animator state - is this being called automatically when I swap slots or should I call it somewhere?
     
  3. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    This code is being called automatically by the build process. It may help if you turn off "Rebuild Skeleton" on the prefab also.
     
  4. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,694
    Just dropping a quick reminder that the Pixel Crushers publisher sale ends at midnight PST. If you wanted to get any UMA assets for 50% off, make sure to check out before midnight. If you've added the free gift (Love/Hate), use coupon code TOOLBOX to get it for free.
     
    Foxaphantsum and twobob like this.
  5. FJF61

    FJF61

    Joined:
    Mar 19, 2021
    Posts:
    7
    Hi Jaimi
    May I ask what should I do if the animation with attached bones (such as hair bones and skirt bones) cannot be read by UMA?
     
  6. FiveFingerStudios

    FiveFingerStudios

    Joined:
    Apr 22, 2016
    Posts:
    510
    I'm porting my game to the Android and what to change my UMA character to not use the standard shader. I want to use a mobile shader instead. Is it as simple as changing the shader on the material I'm currently using?
     
  7. twobob

    twobob

    Joined:
    Jun 28, 2014
    Posts:
    2,058
    Hey Jaimi Been a while. LTS 2020.3 ver 20 we good to go on hdrp support OOTB these days in 2.13a1 ? Are there any new gotchas in the last two years? Codebase looks more or less the same. Cheers mate. And HEY! How have you been for - ever - good to see you survived the zombie plague
     
    Last edited: Nov 11, 2021
  8. twobob

    twobob

    Joined:
    Jun 28, 2014
    Posts:
    2,058
    Or did you?
    Say something only a zombie Jaimi wouldn't know...
    And go slow. I get still get confused easily when the thing about the stuff is ... things.
     
  9. Omnomnyan

    Omnomnyan

    Joined:
    Sep 1, 2013
    Posts:
    4
    Hey. Someone already had this problem few page back but no info were provided.
    After update to Unity 2021.2.1f started to receive these errors on Camera.Render().
    Looks like it appears only if Post Process Layer component is enabled at target Camera (orthographic).
    I have absolutely no ideas what causing it, also error stops to appear e.g if i manually switch material shader to any random shader and back at generated by UMA skinned mesh renderer.
    Tried to use other shaders/materials with no luck.

    Also found this pretty old related thread and tried to edit MeshCombiner without any result:
    http://tanukidigital.com/forum/index.php?topic=842.0

    Code (CSharp):
    1. Assertion failed on expression: 'material.sharedMaterialData->smallMaterialIndex != 0'
    2. 0x00007ff68642654d (Unity) StackWalker::GetCurrentCallstack
    3. 0x00007ff68642d2a9 (Unity) StackWalker::ShowCallstack
    4. 0x00007ff687373f73 (Unity) GetStacktrace
    5. 0x00007ff6879f819d (Unity) DebugStringToFile
    6. 0x00007ff6879f7ec2 (Unity) AssertImplementation
    7. 0x00007ff685e0260e (Unity) DepthPass::PrepareSubset
    8. 0x00007ff685e042dc (Unity) RenderSceneDepthPass
    9. 0x00007ff685db4af9 (Unity) Camera::RenderDepthTexture
    10. 0x00007ff685dbec47 (Unity) Camera::UpdateDepthTextures
    11. 0x00007ff685da699f (Unity) Camera::CustomRender
    12. 0x00007ff685dbc2bc (Unity) Camera::StandaloneCustomRender
    13. 0x00007ff685dbc438 (Unity) Camera::StandaloneRender
    14. 0x00007ff685db378f (Unity) CameraScripting::Render
    15. 0x00007ff68554d344 (Unity) Camera_CUSTOM_Render
    16. 0x00000261c9874bd1 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Camera:Render (UnityEngine.Camera)
    17. 0x00000261c9874873 (Mono JIT Code) [CardPreviewGenerator.cs:55] CardPreviewGenerator:GeneratePreview ()
    18. 0x00000261c98746cb (Mono JIT Code) [CardPreviewGenerator.cs:82] CardPreviewGenerator:Finish ()
    19. 0x00000261c9869983 (Mono JIT Code) [CardPreviewGenerator.cs:65] CardPreviewGenerator/<WaitForFrame>d__11:MoveNext ()
    20. 0x00000261c5b961f0 (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
    21. 0x00000261c5b9631f (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr)
    22. 0x00007ffd5ed9e034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    23. 0x00007ffd5ecde724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    24. 0x00007ffd5ecde8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    25. 0x00007ff68634bda4 (Unity) scripting_method_invoke
    26. 0x00007ff686346a24 (Unity) ScriptingInvocation::Invoke
    27. 0x00007ff6862f80ef (Unity) Coroutine::Run
    28. 0x00007ff6862f5b2c (Unity) Coroutine::ContinueCoroutine
    29. 0x00007ff685e21bf4 (Unity) DelayedCallManager::Update
    30. 0x00007ff68602f3d9 (Unity) `InitPlayerLoopCallbacks'::`2'::UpdateScriptRunDelayedDynamicFrameRateRegistrator::Forward
    31. 0x00007ff68601604c (Unity) ExecutePlayerLoop
    32. 0x00007ff686016123 (Unity) ExecutePlayerLoop
    33. 0x00007ff68601bd39 (Unity) PlayerLoop
    34. 0x00007ff686f41a48 (Unity) PlayerLoopController::UpdateScene
    35. 0x00007ff686f3fc97 (Unity) Application::TickTimer
    36. 0x00007ff68737a13a (Unity) MainMessageLoop
    37. 0x00007ff68737e95b (Unity) WinMain
    38. 0x00007ff68868d602 (Unity) __scrt_common_main_seh
    39. 0x00007ffdee2954e0 (KERNEL32) BaseThreadInitThunk
    40. 0x00007ffdf024485b (ntdll) RtlUserThreadStart
    41.  
    CardPreviewGenerator:
    Code (CSharp):
    1.    
    2. public RenderTexture GeneratePreview() {
    3.         if (!processing)
    4.             return null;
    5.         RenderTexture texture = new RenderTexture(360,900,16);
    6.         if (!texture.IsCreated()) {
    7.             texture.Create();
    8.         }
    9.         _camera.targetTexture = texture;
    10.         _camera.Render();
    11.         _camera.targetTexture = defaultTexture;
    12.         return texture;
    13.     }
     
  10. arteria

    arteria

    Joined:
    May 31, 2007
    Posts:
    2,189
  11. arteria

    arteria

    Joined:
    May 31, 2007
    Posts:
    2,189
  12. HP

    HP

    Joined:
    Nov 20, 2012
    Posts:
    80
    I also get the error with UMA and Unity3D 2021.2.2f1


    Code (CSharp):
    1. Assertion failed on expression: 'material.sharedMaterialData->smallMaterialIndex != 0'
    2. 0x00007ff72818815d (Unity) StackWalker::GetCurrentCallstack
    3. 0x00007ff72818eeb9 (Unity) StackWalker::ShowCallstack
    4. 0x00007ff7290d7503 (Unity) GetStacktrace
    5. 0x00007ff72975b4bd (Unity) DebugStringToFile
    6. 0x00007ff72975b1e2 (Unity) AssertImplementation
    7. 0x00007ff727b6339e (Unity) DepthPass::PrepareSubset
    8. 0x00007ff727b64223 (Unity) RenderForwardObjectsIntoDepth
    9. 0x00007ff727b492fe (Unity) DoDeferredRenderLoop
    10. 0x00007ff727b4aa38 (Unity) DoRenderLoop
    11. 0x00007ff727b0817f (Unity) Camera::DoRender
    12. 0x00007ff727b07797 (Unity) Camera::CustomRender
    13. 0x00007ff727b14c76 (Unity) RenderManager::RenderCameras
    14. 0x00007ff728b3b7f2 (Unity) RepaintController::RenderPlayModeViewCameras
    15. 0x00007ff7290246ce (Unity) EditorGUIUtility::RenderPlayModeViewCamerasInternal
    16. 0x00007ff7278e0b69 (Unity) EditorGUIUtility_CUSTOM_RenderPlayModeViewCamerasInternal_Injected
    17. 0x0000025faf71df58 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal_Injected (UnityEngine.RenderTexture,int,UnityEngine.Vector2&,bool,bool)
    18. 0x0000025faf71de83 (Mono JIT Code) UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal (UnityEngine.RenderTexture,int,UnityEngine.Vector2,bool,bool)
    19. 0x0000025faf71cec3 (Mono JIT Code) UnityEditor.PlayModeView:RenderView (UnityEngine.Vector2,bool)
    20. 0x0000025f720c11bb (Mono JIT Code) UnityEditor.GameView:OnGUI ()
    21. 0x0000025f720bdbda (Mono JIT Code) UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
    22. 0x0000025f720bda33 (Mono JIT Code) UnityEditor.DockArea:DrawView (UnityEngine.Rect)
    23. 0x0000025f720b0afb (Mono JIT Code) UnityEditor.DockArea:OldOnGUI ()
    24. 0x0000025f7209aa2f (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    25. 0x0000025f72099e0b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    26. 0x0000025faf6a84cb (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    27. 0x0000025faf6a6264 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    28. 0x0000025faf6a4693 (Mono JIT Code) UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    29. 0x0000025faf6a06e3 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChain:Render ()
    30. 0x0000025faf684c03 (Mono JIT Code) UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    31. 0x0000025f7207e0ce (Mono JIT Code) UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    32. 0x0000025faf68439b (Mono JIT Code) UnityEngine.UIElements.Panel:UpdateForRepaint ()
    33. 0x0000025faf68385b (Mono JIT Code) UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    34. 0x0000025f7207d97f (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    35. 0x0000025f7207d6d3 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    36. 0x0000025f7207d4cf (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    37. 0x0000025f7207d40b (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    38. 0x0000025f7207d26d (Mono JIT Code) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    39. 0x0000025f7207d326 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
    40. 0x00007ffbb3abe034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    41. 0x00007ffbb39fe724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    42. 0x00007ffbb39fe8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    43. 0x00007ff7280ad9d4 (Unity) scripting_method_invoke
    44. 0x00007ff7280a8654 (Unity) ScriptingInvocation::Invoke
    45. 0x00007ff7280a2005 (Unity) ScriptingInvocation::Invoke<void>
    46. 0x00007ff7281cd58a (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    47. 0x00007ff728bd1fe6 (Unity) GUIView::ProcessRetainedMode
    48. 0x00007ff7291076ab (Unity) GUIView::OnInputEvent
    49. 0x00007ff728bd1df7 (Unity) GUIView::ProcessInputEvent
    50. 0x00007ff72910044e (Unity) GUIView::DoPaint
    51. 0x00007ff72910983d (Unity) GUIView::RepaintAll
    52. 0x00007ff728ca4196 (Unity) PlayerLoopController::UpdateScene
    53. 0x00007ff728ca21e7 (Unity) Application::TickTimer
    54. 0x00007ff7290dd6ca (Unity) MainMessageLoop
    55. 0x00007ff7290e1eeb (Unity) WinMain
    56. 0x00007ff72a3f0942 (Unity) __scrt_common_main_seh
    57. 0x00007ffc486c7034 (KERNEL32) BaseThreadInitThunk
    58. 0x00007ffc48b02651 (ntdll) RtlUserThreadStart
    59.  
     
  13. vladyna

    vladyna

    Joined:
    Oct 18, 2017
    Posts:
    1
    Hey, having a problem with UMA blendshape. So I add shape keys for orc teeth in blender and exported model to unity. The blendshape works alright in Unity, but once I try to create uma model's slots and create uma objecer the orc tusks shift to the center of the head or to the top of the head.

    I tried to use different export options in Blender, I tried to connect orc teeth vertices with main head vertices. I tried to use just a plain blender file. Nothing worked. Has anyone encountered this issue? Am I missing something?
     
  14. Snagasson

    Snagasson

    Joined:
    Nov 18, 2018
    Posts:
    6
    Hi, I've been reacquainting myself with UMA these last few days and it was going swimmingly, but installing the Delight UI system from the asset store (free) makes UMA crash. I think the crash comes from a plugin assembly : Microsoft.CodeAnalysis.Scripting.dll as it makes UMA choke on a bunch of System.Reflection failures.

    Uma install is from the repository and Unity version is 21.2.0b16
     
  15. Key4IT

    Key4IT

    Joined:
    Aug 5, 2019
    Posts:
    1
    Hi, i am trying to make UMA 2 Unity Multipurpose Avatar work with the StarterAssets ThirdPersonController.
    I just dont understand how i can use the animated dressed avatar.
    I can create a dressed avatar, i can create a walking (blank) avatar with third person, but i cant get the dressed avatar to use his animations. Could somebody please help me or maybe invite me to discord for UMA? Thanks
     
  16. Omnomnyan

    Omnomnyan

    Joined:
    Sep 1, 2013
    Posts:
    4
    Code (CSharp):
    1. Assertion failed on expression: 'material.sharedMaterialData->smallMaterialIndex != 0'
    Commenting out line 110 of UmaGeneratorPro.cs fixes the error:
    Code (CSharp):
    1. res.material.CopyPropertiesFromMaterial(umaMaterial.material);
    But not sure why this line even needed because res material is being instantiated at line 105:
    Code (CSharp):
    1. res.material = UnityEngine.Object.Instantiate(umaMaterial.material) as Material;
     
  17. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    Ouch!!! Actually my reply notifications got lost again, so I didn't see all these. HDRP works, but you have to change the materials. After you run the HDRP material conversion on your project, then find all the UMAMaterials, and update them to use the new shader keywords. (search for umamaterials using "t:umamaterial" in the project search box). Open the channels, and then select the new texture parameter names from the dropdown. There will be two that don't convert - the hair. Change the materials to use either the "lit" or "speed tree 8" shader, and then adjust the parameters.
     
    twobob likes this.
  18. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    Are you using the built in content, or some other? I've not been able to duplicate this, but you aren't the first to report it.
     
  19. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    It's either bone weights, or the mesh had unapplied transformations.
     
  20. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    This is probably an issue loading the assembly from the plugin. I posted a fix for this on the discord:

    https://discord.com/channels/459433092554162193/541409015159324672/901288982648872991
     
  21. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    You should be able to just use the created UMA like normal (be sure to turn off the Skeleton Rebuild).

    There is a permanent invitation to the discord in the UMA documentation in the UMA folder.
     
  22. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    Thanks for tracking this down to that line. Do you know what material it was blowing up on?

    That line is needed when you have addressables on, because the material may not be the same material in some instances.
     
  23. FJF61

    FJF61

    Joined:
    Mar 19, 2021
    Posts:
    7
    Hi Jaimi:
    UMA cannot use skeleton animation outside the body, how should I do?
     
  24. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    I'm not sure what you mean. Typically, the slot builder will strip non-referenced bones from the slots, so they aren't included when you build the rig. But if you have animated helper bones, you can tell it to keep some of the bones in the "keep bones" section of the builder.

    If you mean that you made some animations of non-humanoid bones, put it on a layer, and it's not playing... Be sure to use the same hierarchy in your animation that UMA uses, or Unity can't find the bones to animate. You may be able to fix it using the "Animation Clip Target Renamer" to add the missing hierarchy bones at the front of the keys, if that is your problem.

    If I missed what is actually happening, I need more information. UMA doesn't actually do the animation, it just builds the SkinnedMeshRenderer.
     
  25. RealWyldhunt

    RealWyldhunt

    Joined:
    Dec 5, 2017
    Posts:
    32
    I'm also getting the
    Assertion failed on expression: 'material.sharedMaterialData->smallMaterialIndex != 0'


    Commenting out line 110 of UmaGeneratorPro.cs fixed it for me. I'm not using addressables, so I assume it should be safe?
    I'm using the latest UMA from the asset store with Unity 2021.2.4.
    I'm using custom materials for my skin shaders, but they are working perfect other than this error.
    I couldn't verify any exact material causing it. I tried adding a debug line just above the line I commented out that would tell me which material it was referencing, but the debug line never ran?
    It's all very odd. It acts like that code never runs. My debug code never ran that was 1 line above it.
    But, commenting out that line still fixes it. *Shrug*

    If you can think of any tests for me to run to try to figure it out, let me know.
     
  26. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    Thanks - I will review the change notes for 2021.2, see if there is different way to copy properties. Since it's only needed for addressables, I will also put that in an if block. I may just need to report the issue to Unity for fix in a possible future update. :(
     
  27. burningmime

    burningmime

    Joined:
    Jan 25, 2014
    Posts:
    845
    Hey is there a way to change the wardrobe in edit mode? This works at runtime, but not edit time:

    Code (CSharp):
    1.  
    2. dca.SetSlot(recipe); // change some slots
    3. dca.ClearSlot("Trousers"); // maybe clear some
    4. dca.SetColor("Hair", Color.blue); // change some colors
    5. dca.UpdateColors();
    6. dca.BuildCharacter();
    7.  
    From looking at the code, it seems like the right way involves setting the "predefinedWardrobeRecipes," which I might be able to change via reflection or using a SerializedProperty. OK, but now the actual GenerateSingleDCA() method requires there be an instance of the DynamicCharacterAvatarEditor existing. I *guess* I could create one with the Editor APIs, call the method via reflection, and then dispose it right away, but.. there's gotta be a better way than all that, right?
     
  28. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    Followed up on discord
     
    burningmime likes this.
  29. Lazy_Eight

    Lazy_Eight

    Joined:
    Aug 26, 2019
    Posts:
    16
    Hey all, having a severe problem with UMA -

    I've updated UMA and it's now no longer showing the character at run-time. I thought that this was a update issue, but I've put it on a fresh project too. I also thought that there may be an issue with me having the UMA_DCS prefab in my scene instead of the UMA_GLIB so I swapped it out and put in the GLIB. It doesn't make a difference: When I push play the character disappears and strangely enough the UMARenderer disappears from their heirarchy.

    I been trying to follow the Getting Started in the documentation but no matter what I do it's not working. Strangely enough the Dynamic Character Avater prefab that's in that Getting Started folder does show up at run-time so why does mine not show up. (I'm creating an empty object and attaching the Dynamic Character Avatar component to it in the same way how UMA worked before.

    Any ideas or have I missed something, anything?
     
  30. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    It should have asked you at install time to rebuild the library. If it didn't, or you chose not to do anything, go to the UMA menu, and choose the global library window. From the Global Library window file menu, tell it to "Rebuild from project". If that doesn't work, or you already did this, then it must be getting an error. If you can post the error and the callstack, I can trace it down.
     
  31. Lazy_Eight

    Lazy_Eight

    Joined:
    Aug 26, 2019
    Posts:
    16
    No worries for some strange reason, it seems if you weren't selecting an animator for the UMA it was not showing up at runtime - weird but i've gotten the hang of it. Thanks for the rapid response however.

    I do have another question: I made a function as per the tutorials, previously changing the gender of the character on a button press:

    //Switch Gender Buttons
    public void SwitchGender(bool Male)
    {
    if (Male && avatar.activeRace.name != "HumanMaleDCS")
    avatar.ChangeRace("HumanMaleDCS");

    if (!Male && avatar.activeRace.name != "HumanFemaleDCS")
    avatar.ChangeRace("HumanFemaleDCS");
    }

    This was the function, it worked before I updated but no longer works. Is there something i'm missing on this new version?

    I have this on Two buttons in the inspect on the 'OnClick'
     
  32. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    That should continue to work. Are you sure you didn't lose any references in your UI?
     
  33. HP

    HP

    Joined:
    Nov 20, 2012
    Posts:
    80
  34. Lazy_Eight

    Lazy_Eight

    Joined:
    Aug 26, 2019
    Posts:
    16
    No changes to UI - Enabling the Blinking and Saccades also seem to do nothing, well the whole expression player really: Don't know if it's related but also seem to be getting errors pilling up at run time:

    KeyNotFoundException: The given key was not present in the dictionary.
    System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
    CharC.Updated (UMA.UMAData data) (at Assets/MyCustom UMA Scripts/CharC.cs:192)
    UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <f98083cbc97e4fa0a4ef2f523feff5e1>:0)
    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <f98083cbc97e4fa0a4ef2f523feff5e1>:0)
    UMA.UMAData.FireUpdatedEvent (System.Boolean cancelled) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAData.cs:1540)
    UMA.UMAGeneratorBuiltin.UMAReady () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:560)
    UMA.UMAGeneratorBuiltin.GenerateSingleUMA (UMA.UMAData data, System.Boolean fireEvents) (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:338)
    UMA.UMAGeneratorBuiltin.OnDirtyUpdate () (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:454)
    UnityEngine.Debug:LogException(Exception)
    UMA.UMAGeneratorBuiltin:OnDirtyUpdate() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:476)
    UMA.UMAGeneratorBuiltin:Work() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:160)
    UMA.UMAGeneratorBuiltin:Update() (at Assets/UMA/Core/StandardAssets/UMA/Scripts/UMAGeneratorBuiltin.cs:112)
     
  35. numbers1234

    numbers1234

    Joined:
    Jan 5, 2019
    Posts:
    31
    I am having trouble with a distorted slot. It appears perfect in blender, everything looks perfect till I create the slot, then it gets all distorted. This happens using .blend and .fbx, however the distortion is worse with fbx using the correct export settings. The scaling and rotation on the mesh is zeroed out. No idea why this is happening. I've successfully created slots before without issue. Any ideas?
     
  36. Jx_s

    Jx_s

    Joined:
    May 12, 2016
    Posts:
    1
    Hello everyone. I'm having an issue where when I build for android and run it on my phone my uma character doesn't appear. It works as intended in the unity editor. Any suggestions on how to fix this or where to start looking would be greatly appreciated thanks!
     
    dvi_unity likes this.
  37. numbers1234

    numbers1234

    Joined:
    Jan 5, 2019
    Posts:
    31
    I have verified all of this, slot still gets distorted. I am at a loss.
     
  38. numbers1234

    numbers1234

    Joined:
    Jan 5, 2019
    Posts:
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    Ok after hours and hours of trial and error, I am convinced something is wrong with UMA itself. Like I said before, I had created working slots previously. So as an experiment I started playing around with that mesh. It still generates working slots, HOWEVER when duplicating that mesh and creating slots from it, the slots distort. What the heck?
     
  39. numbers1234

    numbers1234

    Joined:
    Jan 5, 2019
    Posts:
    31
    Oh my god. I figured it out. Turns out unity/uma/blender/whatever does not like you having blender 2.7 AND 2.8+ installed at the same time. I guess 2.8 was screwing with the models I was saving from 2.7. I hope this saves someone the 10+ hours I spent figuring this out. I need a drink.
     
    Jaimi likes this.
  40. Lazy_Eight

    Lazy_Eight

    Joined:
    Aug 26, 2019
    Posts:
    16
    Really don't know whya i'm getting those errors at run-time though - incidentally I saw something in Visual Studio when I highlighted 'ChangeRace' regarding "optionally overriding the onRaceChange settings in the avatar component itself". Could this have something to do with it? Is there a new setting that has been added which might interfere with this? Is there something blocking the character's race from being changed at runtime in the new UMA?
     
    Last edited: Nov 30, 2021
  41. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
  42. Jaimi

    Jaimi

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    Jan 10, 2009
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    You should check your UI and make sure it didn't lose it's references. That error is coming from your code (charC line 192).
     
  43. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
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    Likely this is memory related. Do you have a lot of assets in the global library?
    Are you getting any error messages in the console?
     
  44. kt5881

    kt5881

    Joined:
    Jul 26, 2014
    Posts:
    21
    I'd like to express the body and cloth texture to almost transparent using Uma2, like a ghost. I'm trying to set texture alpha in the inspector. but It seems not work properly. Is there any way to get the result transparency?
     
  45. numbers1234

    numbers1234

    Joined:
    Jan 5, 2019
    Posts:
    31
    I just want to say how happy I am with this asset. Yes at first it's frustrating, confusing, doesn't make sense. But after a couple weeks working with it, it starts to click.. and it's resparked my interest in 3d modeling. I now consider it an essential part of unity. Good job devs, and thank you Secret Anorak, without you I don't think I would have ever figured it out, great teacher. A bit disappointing there is no community, a message board or something. Oh well, guess I will periodically check this thread.
     
  46. Jaimi

    Jaimi

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    Jan 10, 2009
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    You'll need to use a material that has transparency. Then you can modulate the visibility of the character by using the alpha channel on the color multiplier in a recipe, or a shared color assigned to it.
     
  47. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
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    There's an active discord - a link is in the documentation, or you can get to it from the UMA/About dialog.
     
  48. dvi_unity

    dvi_unity

    Joined:
    Sep 28, 2021
    Posts:
    4
    I also against with this issue even the build from the fresh project contains only default UMA package. In my case, there is no any error message shown up.
     
  49. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    What kind of device are you on? How much RAM do you have on it available to your application? By default, all UMA content loads into memory at startup, it can be too much for some lower range devices. Even on mid range devices, you should remove content that you do not need, and scale the textures way down.

    Also, did you remember to rebuild the library when you installed? It should have asked you. But sometimes it doesn't, and sometimes people just skip it.
     
  50. dvi_unity

    dvi_unity

    Joined:
    Sep 28, 2021
    Posts:
    4
    It runs on Oculus Quest and I already clicked to rebuild the library. I'm not sure is this a memory related problem cause I still can look around the scene smoothly, but I found this issue only in the Unity 2020. In Unity 2019, UMA still works fine.