Regarding changing CurveNodeData using C#: You probably need to recook the asset after changing the data. This can be done using HEU_HoudiniAsset.RequestCook(). Also, this was made easier to do in the Houdini 19 Unity plugin API update, where you can just call HEU_Curve::SetCurvePoint().
As for the issue where you are unable to set them in the inspector. I noticed this and I'll file it is a bug. You can still "drag" the values in the inspector though.
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Houdini Engine for Unity » [Question] - Editing CurveNodeData with C#
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- anthonyt2
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Houdini Engine for Unity » Working directory when working w. TOP network HDA for Unity
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- anthonyt2
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Acre94
I recreated this problem with a much simpler set up that has one HDA that creates a sphere, another one that deforms it, and another one that instatiates points on the deformed sphere. I set the HDA processors, $PDG_DIR for HDA file and output name, cooked everything correctly in Houdini, and still the same problem in Unity.
Hi, it is possible that new features could have broken the old workflow. Can you send me your simpler HDA that reproduces the issue with some reproduction steps? I can take a closer look at it then.
Houdini Engine for Unity » Multi object output
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- anthonyt2
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Hi, I fixed an issue regarding duplicate geometry in Houdini 18.5.744. Can you try updating to that version using the daily builds and let me know if it works?
Houdini Engine for Unity » How do I paste a prefab path to import it like in this video
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- anthonyt2
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The video is using Houdini Session Sync (HoudiniEngine > SessionSync > Start Houdini). This feature allows you to work and debug through a live Houdini session. Cooks should work both ways then (If you modify Houdini, it should affect Unity, and vice versa)
Houdini Engine for Unity » Heightfield to Unity terrain rotated
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- anthonyt2
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Hi, it's a bit hard to understand without a solid example. Can you provide an example file for me to take a look at?
Houdini Engine for Unity » Setting up your development environment for the plugin using .env file (using assets from outside the Unity project)
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- anthonyt2
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You can add your environment variables to the houdini.env file: https://www.sidefx.com/docs/houdini/basics/config_env.html [www.sidefx.com]
Houdini Engine for Unity » HDA Promote object merge path to TOP node
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- anthonyt2
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Hi, can you give an example HDA? It might make it a lot easier to identify your problem.
Houdini Engine for Unity » Using a terrain layer splatmap as a mask in an HDA does not work
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- anthonyt2
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Sorry for the delay. I'll be looking into this. As always, submitting an official bug report will likely get your issue resolve sooner: https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com]
Houdini Engine for Unity » Request for Feedback & New Features: Houdini Unity plugin
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- anthonyt2
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Zombiedance
When making HDAs for use in Unity, I've noticed that when merging in objects from Unity into Houdini Engine you often have to remove and re-add groups/objects in order to get changes and revisions to take effect when doing something like resetting a simulation.
This sounds like more like a bug. Does recooking also update the asset? If it doesn't, an example HDA would be nice.
OliverOliver
1, There are 2 versions of codes to generate object geometries. One for Hda cook and the other for PDG cook. Is there plan to uniform them as one?
The PDG Asset link and Houdini Asset component will remain two separate scripts. However, in Houdini 19, if we detect that your HDA is a PDG asset, the PDGAssetLink will automatically be created.
OliverOliver
2, It would be nicer and faster if to generate object geometries through multi-threads. I see PDG Sync Bgeo is coded thread safe and using multi-threads already. but it only helps for syncing multiple bgeo files. But we are using tiled terrains(multiple volumes) in side one bgeo file. It would be better if it can use multi-threads to load one big bgeo file.
We're always looking into optimizing code to run faster and more efficiently. If you have an example problematic HDA, then I would love if you could let us examine it.
OliverOliver
3,We have added addtional post cook functions after the original cooking HDA. It took us some energy to collect the key info as paramaters for our additional processors which needs both the input and output of Houdini Cook. It would be better if Houdini Engine can provide the API for user to register new processors. And make sure they will be called at the right time with the right paramters.
I belive Houdini Engine would also be benifited because delvelopers will be able contribute easily by sharing the customized processors as unity packages indepedently.
In Houdini 19, the exposed API was refactored and taken a look at. It should be easy to change parameters or add a post cook funtion for example. If there is something about the API that you believe should be exposed or made easier, do let us know.
Houdini Engine for Unity » [Question] - Accessing a mesh collider from an input
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- anthonyt2
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Hi, I just checked and surprisingly we don't have a way to import colliders in Unity out of the box. I'll add it as an RFE to add it as an option. As a workaround, just use a mesh input and then set it to a "collision_geo" group.
Houdini Engine for Unity » Geo Parenting
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- anthonyt2
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Hi, unfortunately, the Houdini Engine API doesn't support the concept of parenting right out of the box. What I recommend is to have the door and the locker as separate HDAs, bake to GameObject, and then perform a "Bake Update" when you want to update that object.
Houdini Engine for Unity » Cooking PolyReduce Tools losing Source material in Unity
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- anthonyt2
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Hi, I believe importing Unity materials into Houdini is unsupported at this time (You can import materials from Houdini into Unity however). After using the polyreduce node, you should still have the unity_material attribute though, so it should show up in Unity if you use it as an output though.
Houdini Engine for Unity » Prefab Instance Duplication & Tag Overwritting
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- anthonyt2
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Can you send your updated HDA that showcases the prefabs not oriented correctly upon instancing? I can take a look.
Houdini Engine for Unity » Prefab Instance Duplication & Tag Overwritting
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- anthonyt2
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For the first issue, I believe that it should have been fixed in Houdini 18.5.638. If the Steam build is not updating with the version, let me know.
For the second issue, the generated objects should take the flags of the HDA root. As you said, you can also add in the attributes manually to override it. In Houdini 18.5.610, I added an attribute where you can use the attribute "unity_use_instance_flags", which uses the flags of the unity_instance instead.
Let me know if this answered your questions.
For the second issue, the generated objects should take the flags of the HDA root. As you said, you can also add in the attributes manually to override it. In Houdini 18.5.610, I added an attribute where you can use the attribute "unity_use_instance_flags", which uses the flags of the unity_instance instead.
Let me know if this answered your questions.
Houdini Engine for Unity » When I use the terrain tree instance, I get the problem when I separate the terrain!!!
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- anthonyt2
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I took a brief look at your example. I think you're mixing up details and trees? I attached both an example of trees using the unity_hf_tile attribute to instance different trees on different tiles. (simple_tree_prototype_split.hda)
Also, here's a simple example of using simple_hf_detail_prefab. (simple_hf_detail_prefab.hda)
Also, here's a simple example of using simple_hf_detail_prefab. (simple_hf_detail_prefab.hda)
Houdini Engine for Unity » [Curve Hybrid Editing] - Enable/Disable functionality
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- anthonyt2
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Added this option in Houdini 18.5.655 under HoudiniEngine > Plugin Settings > Tools > Use Hybrid Curve Editing.
Houdini Engine for Unity » Request for Feedback & New Features: Houdini Unity plugin
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- anthonyt2
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I'm posting this to request for feedback regarding the Houdini Unity plugin. What is your workflow using the plugin? What part of the plugin do you like/dislike? What would you like to be changed? What new features would you like to see? Are there any important Unity-specific integrations that we don't have yet? How would you expect them to work?
For reference, the most recent larger features that we added are: Full HDRP/URP support, PBR materials, tilemap inputs, curve UX improvements, PDG output bake.
Examples of features in the Unreal plugin are: the official Unreal API, Niagara integration, LiveLink integration, Editable landscape layers, and upcoming KineFX / Chaos (GC) integrations.
Please post your comments, suggestions, or features below or as an RFE here https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com] I'll make sure that your feedback and suggestions are heard. The more detail, the better
For reference, the most recent larger features that we added are: Full HDRP/URP support, PBR materials, tilemap inputs, curve UX improvements, PDG output bake.
Examples of features in the Unreal plugin are: the official Unreal API, Niagara integration, LiveLink integration, Editable landscape layers, and upcoming KineFX / Chaos (GC) integrations.
Please post your comments, suggestions, or features below or as an RFE here https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com] I'll make sure that your feedback and suggestions are heard. The more detail, the better

Edited by anthonyt2 - July 30, 2021 15:35:23
Houdini Engine for Unity » heightfield_maskexpand node don't expand at the boundary
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- anthonyt2
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Is this a Houdini Engine question? Looks like a generate Houdini question to me. You might get better answers posting in https://www.sidefx.com/forum/3/ [www.sidefx.com]
Houdini Engine for Unity » When I use the terrain tree instance, I get the problem when I separate the terrain!!!
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- anthonyt2
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Hi, it's hard to say without the HDA, but it looks conceptually correct. Can you send the HDA for reference or file a bug report with the HDA attached?
Houdini Engine for Unity » Why are input GameObject referenced by name?
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- anthonyt2
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