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Troubleshooting and workflow tips
Robert Yang edited this page Jul 9, 2019
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to file a bug report, create an Issue and include:
- your operating system and Unity Editor version
- what you were trying to do / how to reproduce the bug
- the bad thing(s) that happen, any console messages or editor logs or screenshots
avoid making ivy objects into prefabs, prefer .OBJs instead
- I tried to support this as best as I could, but in Unity 2018.3 or later, the new prefab workflow makes this pretty difficult
- anyway, you can only paint in the scene with actual prefab instances; I have to disable all functions when editing the core prefab asset, at least until Unity 2020.x maybe ships with "in-context prefab mode"
- if you need to re-use ivy across multiple scenes, it's much cleaner to export to .OBJ and use the OBJ as the prefab
- if you export OBJ into your project assets, Hedera can detect it and ask if you want to replace your ivy mesh with the OBJ mesh
avoid painting ivy on non-convex mesh colliders
- it's (mathematically, computationally) difficult to find the closest point on a non-convex mesh collider... Hedera just picks the closest mesh vertex, which will be glitchy on mesh colliders with sparse topology or long triangles
- try to use primitive colliders (box collider, sphere collider) whenever possible
if ivy painting runs very slowly in the editor, try this:
- paint only one stroke at a time
- turn off
Make Mesh During Painting During Growth
, and manually generate the meshes after growth simulation is done - increase
Ivy Step Distance
,Ivy Leaf Size
, orSimplify %
- decrease
Length
,Max Branches
,Smooth #
, orLeaf Density