Zack Zhang

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How do I paste a prefab path to import it like in this video Dec. 6, 2021, 1:49 a.m.

anthonyt2
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)
Yeah I know. But when I was using Session Sync, in Houdini it's still previewed as point cloud (with unity_instance attribute), not the same as Unity in which the objects are instantiated there. Not sure how he achieved that. Maybe he use the generated objects as Houdini input again so they appear in Houdini? That could make senses...

Is undo supported when painting attributes in Unity? Dec. 6, 2021, 1:43 a.m.

Hello, I wanted to create a custom HDA to paint terrain height and vegetation, etc, but I can't find a way to undo my last brush stroke. It's finicky to use when painting terrains without undoing. Did I miss something? Is undo supported
at all?
Additionally, it is also impossible to save the progress in the middle of painting and continue it later. Because after you save and reload the scene, the hda becomes un-editable. You'll have to rebuild the asset to make it editable again and lose all the progress.

So these two setbacks make the terrain solution I'm working on unfavorable. Any workarounds?

How do I paste a prefab path to import it like in this video Oct. 18, 2021, 3:44 a.m.

armitageshanks
using the special unity_instance attribute. This point or detail attribute should be string-type, and contain the path in Unity project of the asset to instance.

https://www.sidefx.com/docs/unity/_instancing.html#ObjectInstancers [www.sidefx.com]

Thanks for reply! I know about unity_instance, but I suppose in this way you can only view the generation as point clouds in Houdini viewport, and you have to go to Unity editor for previewing with the actual models. But in that video the window models are previewed in Houdini. I wonder how that is possible?