Sorry to revive this thread
I am having the same issue as Smoluck, and I'd love some way to control the output prefab and mesh name, or at the very least a add prefix to it. Especially because it's quite vulnerable to mistakes when renaming asset manually, not to mention the painful workflow it creates.
I'd prefer not edit the unity plugin itself, as I am not entirely clear how the name is being used in the code, but if that is what it takes . From what I can tell, the name of the prefab is taken from the _assetName property, and the mesh .asset name is taken from the _assetOpName property, but if I edit these, the plugin complains about the names not matching the actual asset, not to mention that these are private properties.
What is the best entry point for overriding the output names in the unity plugin? Alternatively, could we get a simple string field on the HEU_HoudiniAssetRoot object, or even just some way to set it with the HDA itself, similar to the "instance_prefix" or the "unity script" attribute?
Any tips or pointers would be much appreciated!
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Houdini Engine for Unity » Make Bake to Prefab variation without having to rename files
- herrkjeldsen
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Houdini Engine for Unity » Can't see curve editor in unity but there is no any errors!
- herrkjeldsen
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Hi Aganztracy, I'm all new at this myself, but very often I find myself forgetting to enable gizmos, which hides the whole curve interface as well
Btw, is it a curve sop in an hda you have authored, or are you adding a new curve object directly in unity?
Best,
Marcus
Btw, is it a curve sop in an hda you have authored, or are you adding a new curve object directly in unity?
Best,
Marcus
Houdini Engine for Unity » Missing hierarchy after exporting HDA to Unity
- herrkjeldsen
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Hi! I'm also running into this
I created a super basic setup with three boxes in which the third box is parented to the second box to test, and box 1 and 2 are parented to a null. One of the boxes also has collision geometry group.
I get similar results as receceasd123 when cooking the node in Unity, where:
1. the master null is duplicated according to how many children there are.
2. the parent/child relationship is ignored, and each box/null is a direct child of the main hda game object.
3. the collision geometry group is imported as separate geometry instead of as collision geometry on the box it belongs to.
Are there any checkboxes I should tick, or something like that, or is this by design?
Any tips or pointers are appreciated Thanks
I created a super basic setup with three boxes in which the third box is parented to the second box to test, and box 1 and 2 are parented to a null. One of the boxes also has collision geometry group.
I get similar results as receceasd123 when cooking the node in Unity, where:
1. the master null is duplicated according to how many children there are.
2. the parent/child relationship is ignored, and each box/null is a direct child of the main hda game object.
3. the collision geometry group is imported as separate geometry instead of as collision geometry on the box it belongs to.
Are there any checkboxes I should tick, or something like that, or is this by design?
Any tips or pointers are appreciated Thanks
Edited by herrkjeldsen - 2021年4月13日 11:01:20
Houdini Indie and Apprentice » Black geometry in viewport when switching display flags
- herrkjeldsen
- 5 posts
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Weirdly, uninstalling and reinstalling a couple different versions seems to have removed the issue. I'm assuming it was something to do with the version I was using. Unfortunately I didn't make note of which version before uninstalling
Houdini Indie and Apprentice » Black geometry in viewport when switching display flags
- herrkjeldsen
- 5 posts
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Hi!
I have an issue that seems to come up rather frequently, in which the viewport displays geometry as if it is all black, or rather as if the v@Cd is set to 0. Naturally that makes it kind of hard to see anything of what I am doing
It might be something I'm doing wrong, but if it is I'm not sure what it could be. Looking at the geometry spreadsheet it seems to have it's properties set correctly.
It does seem to happen quite randomly though, and I have attached a video showing how the geometry looks correct when opening Houdini, but upon switching the display flag on a couple of nodes it suddenly goes black. Previously it has happened randomly quite often as well, without any pattern I can discern, and with seemingly random nodes in the network view. I sometimes can add a node, in which things look as expected, but after tweaking some settings or switching display flags it goes black again.
Any pointers on what to check in terms of possible solutions?
Best,
Marcus
I have an issue that seems to come up rather frequently, in which the viewport displays geometry as if it is all black, or rather as if the v@Cd is set to 0. Naturally that makes it kind of hard to see anything of what I am doing
It might be something I'm doing wrong, but if it is I'm not sure what it could be. Looking at the geometry spreadsheet it seems to have it's properties set correctly.
It does seem to happen quite randomly though, and I have attached a video showing how the geometry looks correct when opening Houdini, but upon switching the display flag on a couple of nodes it suddenly goes black. Previously it has happened randomly quite often as well, without any pattern I can discern, and with seemingly random nodes in the network view. I sometimes can add a node, in which things look as expected, but after tweaking some settings or switching display flags it goes black again.
Any pointers on what to check in terms of possible solutions?
Best,
Marcus
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