Meshes disappearing when making prefab
Hello,
When i'm making a prefab using an imported STEP using the cadlink tool the meshes disappear. Did I forget a setting and how to fix this? I had the "Set and Create Materials" enabled.
Answer
Hi,
you need to export the imported STEP data as FBX. This will save the meshes permanently. With this FBX you can create a prefab with real-virtual components. The FBX exporter is available in the package manager.
Regards Christin
Hello,
Thanks! I found the option "Convert to FBX prefab variant" And that works. Only thing is that it is now fully pink instead of the colors it should be.
All the materials are empty when i check them. - Edit - The Exported FBX is correct, just the prefab isn't.
I also got 441 of these errors and I get more and more when i select parts of the prefab:
NullReferenceException: Object reference not set to an instance of an object
game4automation.DriveHandle.OnSceneGUI () (at Assets/game4automation/private/Editor/DriveHandle.cs:214)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at :0)
UnityEditor.SceneView.CallOnSceneGUI () (at <33518779906b403ba9f96eccba6a861b>:0)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at <33518779906b403ba9f96eccba6a861b>:0)
UnityEditor.SceneView.DoOnGUI () (at <33518779906b403ba9f96eccba6a861b>:0)
UnityEditor.SceneView.OnSceneGUI () (at <33518779906b403ba9f96eccba6a861b>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at <7f157a18f174494d95b4f32b68f44272>:0)
Rethrow as ImmediateModeException
UnityEngine.UIElements.UIR.RenderChain.Render () (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <7f157a18f174494d95b4f32b68f44272>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <45a3ca8ab7454d7689470d39a3e915d0>:0
Customer support service by UserEcho
Hi,
you need to export the imported STEP data as FBX. This will save the meshes permanently. With this FBX you can create a prefab with real-virtual components. The FBX exporter is available in the package manager.
Regards Christin