peteski
Hi there,
Just trying Unity engine v2 and it looks like it has come a long way! It’s getting really cool.
I thought I’d post up my experience with it, because there are some issues that stop me from using it.
- If you modify a HDA and refresh it in unity, the whole thing will reset This is unintuitive since changing a HDA in Houdini or changing a script component in unity would not result in the whole thing reseting. It makes the whole system way less flexible.
I will investigate to see if possible to reapply the parameter presets on Rebuild. Note that you can use Recook for the most part for the HDA to pick up changes. The issue with Recook is when you remove nodes in Houdini, it might still keep them around in Unity.
Also it looks like your are using a slightly older version of the plugin. I have recently fixed the issue of the Rebuild button label getting stuck on “Loading”, among other improvements. So please update to the latest daily build if possible.
peteski
- I reckon the component would be way better if it had less borders going on. In this image you can see the standard Unity component has a usable slider but the Houdini one is all squished up. Generally these inspector windows are vertically biased and often squashed to the side to make way for the scene or game view so they need to function in minimal space. Could those buttons be just tiny icons on one line with tooltips?
I have plans to revisit the UI sometime soon. Since the initial design, more buttons and widgets have been added so the layout and buttons in general need to be reviewed. I agree shortening the labels and perhaps reducing down to just the icons might be the best approach.
peteski
- Is there a way to have Engine components ‘live’ in the scene and never have to bake them? I realise it’s hard to have them live on build because of libraries and such but ultimately it would be nice to be able to forget about baking everything and have them editable in scene.
Indeed, the default behaviour is as you describe. You can leave the HDAs in the scene as is, without needing to bake. The HDA_Data gameobject is marked with the “Editor Only” tag and will get automatically removed at build time, leaving just the outputs.
peteski
- Getting linker errors on iOS builds
I haven't built on iOS specifically, but will add to my list to test soon. I am guessing it is complaining about a missing .Net API that is not supported on iOS. If you have a screenshot or can paste the error, I may look at it sooner.
peteski
I am so glad engine is getting some love! Hopefully this is of some help.
Thanks,
Pete
Thank you for taking the time to post these issues. This is the kind of feedback that will help improve the plug-in and make it usable for our users.