![]() ![]() But they have thousands of man hours, so if you can make this in 30 mins of time, great. Yes it is unfair, as much as Unity changes.Assets have to change, devs, ONE don't make enough, your paying 22 bucks for software that should be thousands.Most are, as I been in the AAA business. As I said before I been a user of TC1 for MANY YEARS.and TC2 since beta. Just use that version dude.Nath gave it to everyone for bugs.lol. So that is also why I always suggest earlier versions, due to so many issues that can happen. But it does work, now the issue your stating, I have never seen before. They both work fine, now do issues happen, yes, game development that tend to happen. as I and other companies have been making games, including the developer himself, with terrain composer 2, so it does for sure work on 2017.1 and before, as many can confirm, and two games I been working on. PS, yes it worked on many other versions. it will point you to download the link for the update. this is why 5.6 is the most used stable version, so many bugs are from assets them selves but due to Unity issues, and yes sometimes can be because the developer hasn t fixed all the issues with beta and other latest versions. ![]() but regardless using beta, last few updates all the same.when it comes to Unity. Any assistance will be met with love and pizza.Click to expand.oh sorry didn't pay attention to there last update my bad. I've tried alot of different setting configs and I cant seem to fix this issue. Its even happens randomly on areas that should definitely be walkable (below) And what settings am I looking for on my angle node. Should my angle node be in the blue or gold mask group? Im kinda new to TerrainCompser2 but im learning quickly. Im trying to place the spawners using object nodes and placing them on flat surfaces using the angle node. The major problem from this is my AI, the player could be standing on one of the holes and the AI would just run around him. This is AFTER I really drop the height of the mountain which made it smoother, which is sad because I really wanted to make beautiful mountains in TC. It seems pretty inconsistent as i've tried it with all kinds of bake settings and I keep getting the problem in different flavors. Well its baking on all of it, but upon close inspection there are many places where im getting holes in my navmesh. ![]() Thanks from the fast response, your amazing job at support is why many developers and I will continue to support you and stick with TerrainComposer. (System.Object userData, System.String options, Int32 selected) (at C:/buildslave/unity/build/artifacts/generated/common/editor/:122) TerrainComposer2.TC_NodeWindow.ClickMenuMain (System.Object obj) (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:537) TerrainComposer2.TC_NodeWindow.Open () (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:579) (UnityEngine.Object original) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:176) (System.Object arg, System.String message) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:239) UnityEditor.GenericMenu:CatchMenu(Object, String, Int32)ĪrgumentException: The Object you want to instantiate is null. TerrainComposer2.TC_NodeWindow:ClickMenuMain(Object) (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:537) TerrainComposer2.TC_NodeWindow:Open() (at Assets/TerrainComposer2/Scripts/Editor/TC_NodeWindow.cs:579) UnityEditor.AssetDatabase:LoadAssetAtPath(String, Type) Invalid AssetDatabase path: d:/Users/matt/Documents/programming/UnityTest/Assets/TerrainComposer2/Examples/Presets/TerrainLayer/Tutorial1 Island.prefab.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |