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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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It seems like the previous "fix" was erroneous in certain situations, (i.e. having more than one prototype index). I implemented a fix in Houdini 18.5.589 that requires the use of a point attribute "unity_hf_tile". Set the point attribute to be equal to the tile number. See it here when the documentation gets updated: https://www.sidefx.com/docs/unity/_attributes.html [www.sidefx.com]
Houdini Engine for Unity » How to define external HDA packages in a Unity project?
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- anthonyt2
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You say that you don't want absolute paths, but you also want to set the package outside of the Unity Assets folder, so what will it be relative to? If it is the project folder, from my experience, simply using $HIP is equivalent to the project folder. (e.g. $HIP/Assets/Textures/grass.png). You might be able to do something like $HIP/../../packages/Test.hda
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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From my experience, simply using $HIP is equivalent to the project folder. (e.g. $HIP/Assets/Textures/grass.png) Let me know if this works with your workflow.
Houdini Engine for Unity » Attaching scripts to instances
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- anthonyt2
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Hi, if you could send an HDA, that will help me diagnose the issue that you are having.
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
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- anthonyt2
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Hi! If you encounter any plugin-related bugs or would like to request an RFE, please log it at https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com] and we can take a look

Houdini Engine for Unity » Curve node in 2020.3.6f1 generates thousands of points
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- anthonyt2
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Hi! After some investigation, it seems like this is a result of the same issue as mentioned in https://www.sidefx.com/forum/topic/79163/?page=1#post-340038 [www.sidefx.com] . Please see that post to resolve the bug.
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
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- anthonyt2
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Hi, I'm not sure what you mean by "no way to edit the terrain". The Unity plugin creates a gameObject with a terrain component attached to it so you can modify it as you like. Additionally, you can use the unity_hf_texture_diffuse attribute to add textures straight to certain areas. This is the same as in the previous built-in render pipeline. I attached an example HDA that applies the texture "Assets/Materials/Textures/grass.jpg" in certain areas of the terrain.
For more information, see: https://www.sidefx.com/docs/unity/_terrain.html [www.sidefx.com]
For more information, see: https://www.sidefx.com/docs/unity/_terrain.html [www.sidefx.com]
Edited by anthonyt2 - May 6, 2021 10:22:23
Houdini Engine for Unity » Curve Shader Error
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- anthonyt2
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Houdini Engine for Unity » [Bug] Unstable behaviour when trying to create a curve in 18.5.555-18.5.568 using URP
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- anthonyt2
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There is a critical bug occurring when creating curves in projects with URP in 18.5.555-18.5.568. This is fixed in Houdini 18.5.569.
Alternatively, you can fix this yourself in Assets/Plugins/HoudiniEngineUnity/Shaders/URP/Color.shadergraph and change the path from "Houdini/UDP" to "Houdini/URP": https://github.com/sideeffects/HoudiniEngineForUnity/commit/25401c0eb5a965fb6aa81dc9901fcd43683d1bc9 [github.com]
The error looks like this:

EDIT: It appears that this may leave the plugin in an unstable state. It may also cause an issue where many curve objects are created, as mentioned in https://www.sidefx.com/forum/topic/79152/ [www.sidefx.com]
Alternatively, you can fix this yourself in Assets/Plugins/HoudiniEngineUnity/Shaders/URP/Color.shadergraph and change the path from "Houdini/UDP" to "Houdini/URP": https://github.com/sideeffects/HoudiniEngineForUnity/commit/25401c0eb5a965fb6aa81dc9901fcd43683d1bc9 [github.com]
The error looks like this:
EDIT: It appears that this may leave the plugin in an unstable state. It may also cause an issue where many curve objects are created, as mentioned in https://www.sidefx.com/forum/topic/79152/ [www.sidefx.com]
Edited by anthonyt2 - May 6, 2021 14:11:54
Houdini Engine for Unity » create lights for unity
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- anthonyt2
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You can create lights as instances by creating them as a unity_instance, and then assigning a prefab with a light.
Edited by anthonyt2 - May 10, 2021 09:57:40
Houdini Engine for Unity » Can't see curve editor in unity but there is no any errors!
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- anthonyt2
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I've never heard of this happening. Check if the gizmo setting is enabled as herrkjledsen mentioned. A few other things you can test are:
- Is "Curve Editor Enabled" checked in the inspector of the object?
- Does the curve actually have points? - Is it an editable curve or an input curve?
Try creating an input curve using HoudiniEngine > New Node > Curve, and then click around in the scene. Does that show anything?
- Is "Curve Editor Enabled" checked in the inspector of the object?
- Does the curve actually have points? - Is it an editable curve or an input curve?
Try creating an input curve using HoudiniEngine > New Node > Curve, and then click around in the scene. Does that show anything?
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
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- anthonyt2
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Houdini Engine for Unity » Issue with LOD's in Unity
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- anthonyt2
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This should be fixed as of Houdini 18.5.556. Sorry for the long wait! As mentioned previously, if you want your issue to be resolved in a timely manner, please submit a bug report at https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com] with reproduction steps and ideally and example HDA

Houdini Engine for Unity » Asset Option by default
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- anthonyt2
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There is currently no way to save the asset option toggles (saving the asset preset saves parameters, curves, inputs, etc but not options). I think this would be a useful RFE so I added it to the list.
For Unreal questions, please post on the Unreal forum https://www.sidefx.com/forum/51/ [www.sidefx.com]
For Unreal questions, please post on the Unreal forum https://www.sidefx.com/forum/51/ [www.sidefx.com]
Houdini Engine for Unity » Issue with LOD's in Unity
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- anthonyt2
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Hi, I can take a look at this. I monitor our bug database much more closely though, so a bug report with an example HDA would help identify the problem more easily: https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com]
Houdini Engine for Unity » Missing hierarchy after exporting HDA to Unity
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- anthonyt2
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Hi, reading this again, I realize that this is intended - We split geometry into different parts depending on your HDA. You can attempt to control this by using the deprecated "Split Geos By Groups".
Houdini Engine for Unity » Scene/Game tab switching when recooking in playmode
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- anthonyt2
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That's an interesting bug. I always have my Game/Scene tabs in separate windows so I never noticed this. I'll log this into our database.
Houdini Engine for Unity » [Announcement] Unity Curve UX Improvement for Houdini 18.5.541.
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- anthonyt2
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A common issue that some people come across with when using the scale/rot values alongside the curve surface (sweep) node is that the rotation may mess up the sweep surface. I recommend disabling the rot/scale values from the Unity inspector if you are using the sweep node.
It might be possible apply rotation to points if you use it along side with the "orientation along curve node", and then transform the up/N vectors, but I haven't tested that.
It might be possible apply rotation to points if you use it along side with the "orientation along curve node", and then transform the up/N vectors, but I haven't tested that.
Houdini Engine for Unity » [Announcement] Unity Curve UX Improvement for Houdini 18.5.541.
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- anthonyt2
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Hi! I recently added a number of changes that aims to improve the UX of using curves in the Unity plugin for Houdini 18.5.541. (Look for it in the daily builds page coming out soon: https://www.sidefx.com/download/daily-builds/?daily=true&python3=true [www.sidefx.com] )
Added the ability to add scale/rot attribute values to curves, much like you can in Unreal
- In edit mode, after selecting a node, you can Move, Rotate, or Scale each point, much like Unity's native interaction with gameObjects.
- You can use the hotkeys W, E, and R, or click the corresponding Move/Rotation/Scale tool in the top left shelf of the Unity editor.
- Added HoudiniAsset options:
- Option to disable the adding of rot/scale attributes, doing the same functionality as before this feature
- Option to cook the curve while dragging, allowing for a more responsive UX for the cost of performance
- Transforming multiple nodes at once is supported.
- Additionally, disabled cooking for curves if the "Autocook on parameter change" option is off.

Curve node data is now displayed as a list of Vector3 in the inspector (And modifying will affect the corresponding curve coordinates)

Pressing shift while in Edit mode enters the new "Hybrid Add/Edit nodes" mode
- You can add points to the back of curve / front of curve / inbetween two nodes with a single mouse click in this mode
- Updated the Info panel to reflect changes
- Previous workflow is still valid even if you don't use this new mode.

Added the option to frame currently selected nodes using F instead of framing the entire curve itself.
- You can turn on/off this option as well as the framing distance in the asset settings
Additionally, box selection now works with multi point select (Simply hold control and drag left click)

I attached the simple example HDA you see in the screenshots for reference.
All of these new features should NOT break any existing workflows. If you find any bugs or have any suggestions, please see: https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com]
Added the ability to add scale/rot attribute values to curves, much like you can in Unreal
- In edit mode, after selecting a node, you can Move, Rotate, or Scale each point, much like Unity's native interaction with gameObjects.
- You can use the hotkeys W, E, and R, or click the corresponding Move/Rotation/Scale tool in the top left shelf of the Unity editor.
- Added HoudiniAsset options:
- Option to disable the adding of rot/scale attributes, doing the same functionality as before this feature
- Option to cook the curve while dragging, allowing for a more responsive UX for the cost of performance
- Transforming multiple nodes at once is supported.
- Additionally, disabled cooking for curves if the "Autocook on parameter change" option is off.
Curve node data is now displayed as a list of Vector3 in the inspector (And modifying will affect the corresponding curve coordinates)
Pressing shift while in Edit mode enters the new "Hybrid Add/Edit nodes" mode
- You can add points to the back of curve / front of curve / inbetween two nodes with a single mouse click in this mode
- Updated the Info panel to reflect changes
- Previous workflow is still valid even if you don't use this new mode.
Added the option to frame currently selected nodes using F instead of framing the entire curve itself.
- You can turn on/off this option as well as the framing distance in the asset settings
Additionally, box selection now works with multi point select (Simply hold control and drag left click)
I attached the simple example HDA you see in the screenshots for reference.
All of these new features should NOT break any existing workflows. If you find any bugs or have any suggestions, please see: https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com]
Edited by anthonyt2 - April 7, 2021 16:27:24
Houdini Engine for Unity » Missing hierarchy after exporting HDA to Unity
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- anthonyt2
- 100 posts
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Hi, if you are still having trouble with this, please submit a bug report with your HDA: https://www.sidefx.com/forum/topic/38188/ [www.sidefx.com]
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