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Troubleshooting and workflow tips

Robert Yang edited this page Jul 9, 2019 · 1 revision

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, or Simplify %
  • decrease Length, Max Branches, Smooth #, or Leaf Density
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