Bug when start edit

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Thanitsak posted this 02 October 2016

Could you please help me with this problem. I just updated unity to 5.4 version and my problem is when I start to edit the voxel, my voxel box that show when subtract or paint isn't stay at the mouse cursor but it far a part. Much appreciate for you answer!

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-1
GarethIW posted this 02 October 2016

Hi yes this a bug with the new Retina display mode in Unity 5.4, as a couple of other PicaVoxel users have pointed out. You'll have to temporarily disable Retina mode when you want to edit voxels:

  • Locate Unity in Finder
  • Right Click and select Get Info
  • Check “Open in Low Resolution”
  • Restart Unity.

Hopefully the way the screen position is reported will be fixed in a future Unity patch.

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Thanitsak posted this 02 October 2016

Thank You and very appreciate for the answer!sorry I pressed your comment wrong it shoud be 1 not-1

Last edited 02 October 2016

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Thanitsak posted this 02 October 2016

I don't quite understand about the chunk in the voxel volume. Also in the resize chunk default is 16,16,16 but when I change its size, it still be the same what does chunk do could you please explain it to me thank you very much!


Also if I want to clone alot of tree and don't make my game slow, in your function copy mesh it doesn't has ability to Hide and show when the game run like the original object, what can I do for the best way. Much appreciate!

Last edited 02 October 2016

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GarethIW posted this 02 October 2016

Because a Unity mesh can only contain 65536 vertices, you have to break up voxel objects into smaller parts (Chunks) that make up the whole of the model. PicaVoxel does this automatically by breaking up a model into chunks of 16x16x16.

You can change the size of the chunks (the size in number of voxels) in the Resize window to better suit the kind of model you are making. But you can only resize up to a maximum of 16^3. For example, if you had a model that was only a few voxels high (Y dimension), you could change your chunk size to be bigger in the X and Z dimensions, and smaller in Y. That would result in less chunks in that specific situation.

If you are unsure, it is best to leave the chunk size at 16x16x16.

If you want to change the scale of the model, change the Voxel Size in the Inspector (default 0.1 units).

If you want to change the size of the volume in X,Y,Z number of voxels, use the Resize window (not chunk size).

If you are copying+pasting (or duplicating) your Tree model, you might be running into the problem discussed here: http://forum.picavoxel.com/chat/exploding-from-inspector-in-scene-unable-to-reverse

After you copy a model, use the "New Mesh Asset Instance" button to give it its own mesh. Note that you probably don't need to do that if you are just using the tree as non-destructible scenery. If you don't need to explode the trees, you should use the Mesh Only Copy button and then create a prefab of that which you can copy+paste as much as you want.

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Thanitsak posted this 03 October 2016

Thank You very very much for your kindness.

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Thanitsak posted this 05 October 2016

I don't quite understand this "use the Mesh Only Copy button and then create a prefab of that which you can copy+paste as much as you want." I use Mesh Only Copy button already it good but do I need to put all of the clone object in to the prefab, or just the original one, and what is the benefit of doing this. Thank You Very Much in advance!I rather new here appreciate for the future question.^^:)

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GarethIW posted this 05 October 2016

I was suggesting to put the object created by the Mesh-Only Copy button into a prefab and then copy+paste the prefab. That way, if you change the prefab then all of the copies will change too. You don't have to use a prefab if you don't want to.

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Thanitsak posted this 06 October 2016

Thank you very much!!


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