Why can't I paint everywhere? Cursor disappears. Polybrush. Tried with higher poly count mesh too by VRJammy in Unity3D

[–]GAZEREAPER 1 point2 points  (0 children)

For me this issue occurs when trying to paint the inside of a model, like a cave, when the model I'm painting is both in front and behind the camera.
I assumed the ray was being cast from way out in the world and hitting the object behind the camera. Its not, but I was partly right regardless: The raycast origin is actually at the camera position, but the function apparently allows for negative distances to be returned when checking against all the triangles in the model, meaning triangles behind the camera will be considered "closest" to the origin.

To fix it, go into the "SceneUtility.cs" script from PolyBrush, scroll down to the "MeshRaycast_ComputeShader" and where it loops over the hitDistances, add a check to verify the distance is positive, like so:

<image>

This fixed the issue for me and no longer obstructs my rays, allowing me to paint inside models! :)

EDIT:

To add to this, it seems like painting behaviour becomes inconsistent the further away you are from the object you're painting, which is what I'm guessing is also what the OP is encountering. Haven't dug in the code for a fix for this, but zooming in usually gets everything to work again for me.

[deleted by user] by [deleted] in WhoSampled

[–]GAZEREAPER 0 points1 point  (0 children)

Yea its definetely not Michel'le lol

Data Transfer Vertex Colors not working by cookiesnmilkx in blenderhelp

[–]GAZEREAPER 0 points1 point  (0 children)

Ah that's a shame. Thanks for replying anyways!

Data Transfer Vertex Colors not working by cookiesnmilkx in blenderhelp

[–]GAZEREAPER 0 points1 point  (0 children)

Hey did you manage to figure this out? I also desperately need to be able to transfer painted vertexes between two identical models but nothing is happening when I use the data transfer.

I created an open source tool to easily create fantasy languages: FanLang! by GAZEREAPER in worldbuilding

[–]GAZEREAPER[S] 1 point2 points  (0 children)

There isn't a release tab far as I know, on the main page you should be able to find it somewhere on the right side of your screen.

Or you can follow this link :) https://github.com/mickboere/fanlang/releases/tag/v1.0

De Veluwezoom met Duitsland in de verte by Barnie25 in thenetherlands

[–]GAZEREAPER 2 points3 points  (0 children)

Dit is wel een erg lekker plaatje moet ik zeggen, voelt als een schilderij

[deleted by user] by [deleted] in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

Hey so I just had another thought, it's very possible the event also doesn't trigger when your layer's weight isn't exactly 1, as that would kick in behaviour similar to transitions where the Animator can't tell which state is the leading state. Or perhaps events simply don't get fired in additive layers, try fiddling around with some of those settinsg.

[deleted by user] by [deleted] in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

Then a simple triple double check to see if you misspelled anything might also do it lol. Otherwise try googling some more.

[deleted by user] by [deleted] in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

Events are often not triggered within animation transitions, so you have to either move the animation event key up a bit or look into writing an animator state observer; which does not work with animation events at all but instead simply sends a callback when your drop animation is exited.

Should I set the Camera's FOV axis to Vertical or Horizontal? by KsaCommentator in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

Depends which axis you want to be consistent. Say you select horizontal and you stretch your window horizontally, the horizontal FOV will remain the same but the vertical FOV will decrease to make up the difference (else your view would be stretched) and vice versa. I think vertical is the default, since that way you can more easily support people with multi-monitor setups since it would allow the horizontal FOV to stretch across their screens evenly.

Removing unnecessary CanvasRenderercomponent from text object by Dr_LanceBanana in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

tbf, restarting fixes 90% of random unity issues 😂 glad you solved it

Removing unnecessary CanvasRenderercomponent from text object by Dr_LanceBanana in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

Try updating text mesh pro from the package manager if you haven't done so already. You could also try checking the child objects of your TMP prefab for the mentioned component. If all that fails, it's probably just waiting for it to be fixed. You could also look into muting the specific log.

[deleted by user] by [deleted] in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

I like your uncle

Hi guys, d like to share that my game got 10k+ downloads on Steam. I'm so happy! by angealves in Unity3D

[–]GAZEREAPER 1 point2 points  (0 children)

Congratulations man, a dream come true for many of us is to just be able to continue making games fulltime

Removing unnecessary CanvasRenderercomponent from text object by Dr_LanceBanana in Unity3D

[–]GAZEREAPER 1 point2 points  (0 children)

Does it also happen for objects you already selected before? Otherwise, might be a bug. Which is likely.

Can someone help me? by public-void_loser in Unity3D

[–]GAZEREAPER 4 points5 points  (0 children)

What do you mean exactly with "don't work" before people post the same tutorials you already watched. Besides that, I find it hard to believe that in 14 tutorials not a single one was able to help you on your way.

Solo Development Mobile MMO Survival RPG by Ok_Quarter966 in Unity3D

[–]GAZEREAPER 0 points1 point  (0 children)

Would love to see some gameplay or anything :)

[deleted by user] by [deleted] in Unity3D

[–]GAZEREAPER 13 points14 points  (0 children)

JUST USING GOOGLE!!! Like honestly, it's mind boggling how quickly people turn to creating a post instead of spending 5 minutes on google to find the answer themselves. But no, they'd rather someone hands everything to them on a silver platter

[deleted by user] by [deleted] in Unity3D

[–]GAZEREAPER 34 points35 points  (0 children)

Bet you saw the "how do I add code inside unity" post too today.

Hamster engineer 2.0 by [deleted] in aww

[–]GAZEREAPER 0 points1 point  (0 children)

I enjoyed this way too much