Your comments
Hello,
I've enlarged it to the maximum and changed te color, but still the arrow won't show up. Is there anything else i can try?
The gizmo option is enabled for the drive. The gameobject that the drive is attached to is static, does that matter? It used to work in the past. How can I check the scale of the gizmos?
The gizmo option is enabled for the drive. The gameobject that the drive is attached to is static, does that matter? It used to work in the past. How can I check the scale of the gizmos?
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
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.
2022-11-18 17-47-37.mkvI've found a bug again.
Hello,
I've downloaded the package but nothing seems changed in the lift. It also still has the bug with the rounding. Removing the kinematic group script by hand did not fix the problem.
Are you sure you send me the right package?
Currently exporting the scene.
I've added rigidbody's to these objects (they are just there for the collisions of the rounded corners of the baseplate).
The rotating unit now seems to work, just the lift gives me errors.
Hello,
I've added the scripts. It works when i put the carrier on the transport surface, but not when I use another conveyor to put it on. You can see in the video what i mean.
Still the carrier won't turn the first time with the rotating unit and the lift gives the offset.
I also get a missing component exeption (for a rigidbody) for some components on the carrier I use in combination with a collider but with no rigidbody.
Customer support service by UserEcho
Hello,
A colleague of mine found the problem!
Thanks for helping.