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Houdini Engine for Unity » Instancing Unity prefab with Houdini ?

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seelan
571 posts
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 July 21, 2020 20:59:58
Interesting. I remember that just using LoadAssetAtPath was not working in certain cases, hence the ImportAsset call before it. This was from my testing a couple of years ago, so perhaps they have improved it.

I suppose I can do a LoadAssetAtPath first, then fallback to ImportAsset then LoadAssetAtPath if it fails as well.
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Houdini Engine for Unity » Instancing Unity prefab with Houdini ?

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seelan
571 posts
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 July 21, 2020 13:33:15
Yes, AssetDatabase.ImportAsset is needed for loading assets since that is Unity's catch all API for it.

I did make a change to make this faster though. In tomorrow's daily build (Houdini 18.0.531), it will now support instances with assets from the Resources directory, which makes for a faster loading time, and eliminate the need for updating the AssetDatabase.

To use this new feature, move your assets into the Resources directory, and specify the path as you would normally to them.
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Houdini Engine for Unity » HEngine SessionSync for Unity plugin (Houdini 18.0.499)

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seelan
571 posts
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 July 16, 2020 17:21:08
The Education downgrade has been fixed in Houdini 18.0.522 and newer.

As for SessionSync clearing the scene, it was intentionally done for the previous Houdini Engine Debugger. But we'll be looking at improving it in the near future.
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Houdini Engine for Unity » unity_input_mesh_name

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seelan
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 July 16, 2020 17:18:03
There are a bunch of different ways to access an attribute through python / hython:

https://www.sidefx.com/docs/houdini/hom/hou/Attrib.html [www.sidefx.com]

Off the top of my head, get the geometry using something like the following: hou.Node(“/obj/geo/grid1”).geometry().findGlobalAttrib(“unity_input_mesh_name”)
Then check out the documentation on it: https://www.sidefx.com/docs/houdini/hom/hou/Geometry.html [www.sidefx.com]
Edited by seelan - July 16, 2020 17:19:17
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Houdini Engine for Unity » Output Mesh Vertex Count

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seelan
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 July 16, 2020 17:14:35
Each attribute has a owner of type which is one of Vertex, Point, Primitive, or Detail. Check out the Attribute Create SOP node.
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Houdini Engine for Unity » Outputting the Nth animation frame of a simulation?

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seelan
571 posts
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 July 16, 2020 17:13:51
Add a TimeShift geometry node to end if your graph, and set the frame there.
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Houdini Engine for Unity » Houdini Engine at Runtime

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seelan
571 posts
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 July 16, 2020 17:12:51
The plugin does not support runtime, so you'd have to use it in Editor only.
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Houdini Engine for Unity » Runtime Support?

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seelan
571 posts
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 July 16, 2020 17:12:18
No updates.
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Houdini Engine for Unity » Callbacks from custom functions

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seelan
571 posts
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 July 16, 2020 17:12:04
Nope, script callbacks are only done at end of cook.
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Houdini Engine for Unity » Output Mesh Vertex Count

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seelan
571 posts
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 July 10, 2020 15:42:08
If you use points, make sure all your attributes are using points as owner.

If you use vertices, make sure all your attributes are using vertex as owner. Otherwise, point attributes will get split into vertices.

If you are still having issues, please submit a bug with a sample HDA to support@sidefx.com
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Houdini Engine for Unity » HEngine Unity - Support for painting holes

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seelan
571 posts
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 July 9, 2020 10:56:38
Currently there are no plans to support the new terrain holes yet for the Unity plugin.
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Houdini Engine for Unity » cant get start with unity and houdini

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seelan
571 posts
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 July 3, 2020 10:31:52
Do you have Houdini installed? Does it running properly? Which license is it using? Please submit license diagnostic info to support@sidefx.com if you are still having issues. https://www.sidefx.com/faq/license-management/#faq357 [www.sidefx.com]
Edited by seelan - July 3, 2020 10:32:27
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Houdini Engine API » HOUDINI_PACKAGE_DIR Ignored when using HAPI

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seelan
571 posts
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 July 2, 2020 15:28:27
I've responded to your bug about this, but posting it here for others as well:

By design, HOUDINI_PACKAGE_DIR is only supported when set in the process environment before launching Houdini or HARS (i.e. HAPI server). It is not supported when specified via houdini.env. The reason is that the packages are processed before houdini.env, and are in fact, meant to replace houdini.env.

For now, the recommendation would be set HOUDINI_PACKAGE_DIR as an environment variable for your process. Then load packages dynamically, using the conditional expression mechanism specified here: https://www.sidefx.com/docs/houdini18.0/ref/plugins.html#package_path [www.sidefx.com]

Another option is to start the HARS server manually (instead of using HAPI_StartThriftNamedPipeServer or HAPI_StartThriftSocketServer) in a new process with the HOUDINI_PACKAGE_DIR environment variable set beforehand. Then connect to it with HAPI_CreateThriftNamedPipeSession or HAPI_CreateThriftSocketSession. So basically you have your own version of HAPI_StartThriftNamedPipeServer / HAPI_StartThriftSocketServer, where you can set up your own environment for it.
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Houdini Engine for Unity » Mesh import settings?

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seelan
571 posts
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 July 2, 2020 09:14:03
Hi, sorry for the delay. I will look into this very soon and get back to you. I have received your bug report as well.
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Houdini Engine for Unity » Triggering Houdini functions from script without recooking

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seelan
571 posts
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 June 17, 2020 12:06:24
You'll have to cook the asset if you want to see the update on the UI. That's how its designed as otherwise we can get into pretty bad state between the asset in Houdini and its representation in Unity.
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Houdini Engine for Unity » Triggering Houdini functions from script without recooking

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seelan
571 posts
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 June 17, 2020 08:14:29
When you call RequestCook with bUploadParameters set to true, it uploads the parm values, which triggers the button script. I wonder if it will trigger directly just by uploading the parm value, instead of calling RequestCook. You can test this by following code:

HEU_Parameters parameters = houdiniAsset.Parameters;
HEU_ParameterData saveGridButtonParam = parameters.GetParameter("execute");
saveGridButtonParam._intValues[0] = saveGridButtonParam._intValues[0] == 0 ? 1 : 0;

// Set parm directly
HEU_SessionBase session = houdiniAsset.GetAssetSession(true);
session.SetParamIntValue(houdiniAsset.AssetID, saveGridButtonParam._name, 0, saveGridButtonParam._intValues[0]);

You might still have to cook later to use the HDA, but if you are just doing this through code, it might be okay.
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PDG/TOPs » Iterations option gone from HDA Processor node in Houdini 18

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seelan
571 posts
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 June 16, 2020 16:24:15
Sorry guys, I should have responded before. We have updated the tutorial video and files for Houdini 18, and will be uploading them soon. That should fix most of the issues you are coming across. Will update this thread when its in.

In the mean time, I've attached the updated section 6 files that work with Houdini 18.0.460 (and newer) to this post. Let me know otherwise.
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Houdini Engine for Unity » HEngine SessionSync for Unity plugin (Houdini 18.0.499)

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seelan
571 posts
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 June 16, 2020 13:31:57
A special treat for you all with the recent Houdini 18 Production build which has lots of goodies, but specifically the new SessionSync feature for Unity plugin (which replaces Houdini Engine Debugger): https://www.sidefx.com/community/houdini-18-backport/#viewport [www.sidefx.com]

https://www.sidefx.com/docs/unity/_session_sync.html [www.sidefx.com]

Give it a spin and let me know how it goes.
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Houdini Engine for Unity » Mesh import settings?

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seelan
571 posts
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 June 16, 2020 09:42:19
Sure, submit a bug with necessary files to support@sidefx.com. Thank you.
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Houdini Engine for Unity » Mesh import settings?

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seelan
571 posts
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 June 14, 2020 08:07:01
You have to make the mesh data readable via whatever generated it, so in this case, it would be ProBuilder.

Maybe look for something like this in the mesh import settings:
https://answers.unity.com/storage/attachments/149976-capture.png [answers.unity.com]
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