Really enjoying this asset and getting a lot of ideas. Is there a way to download the example you show in this video?
Particularly the first scene?
Really enjoying this asset and getting a lot of ideas. Is there a way to download the example you show in this video?
Particularly the first scene?
That is actually an HDRP example called Preset Render Material Gallery.
Different render pipelines have different examples.
Hello, does anyone have this error?:
D:\Proyectos Unity3d\My project space virus\Assets\MudBun\Script\Editor\CreationMenu.cs(375): Ignoring shortcut attribute with duplicate identifier âMain Menu/GameObject/Mud Bun/Primitives/Boxâ.
Shortcut attribute on MudBun.CreationMenu.CreateBox is using identifier âMain Menu/GameObject/Mud Bun/Primitives/Boxâ which is already in use by another shortcut attribute.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
How is it corrected?
Thanks
Unity doesnât like to have a menu item with the same name as a submenu. We commented out these lines as we donât need them and the other warnings will go away.
//[MenuItem("GameObject/Mud Bun", priority = 151)]
//public static void MudBunSubMenuHelper() { }
Oh, is this why? For the life of me I could not figure out what the warning was about. It only happens on newer Unity versions and only occasionally, so I had some trouble reproducing reliably.
I think I added that extra submenu item to ensure the submenuâs order in the top-level menu. Choosing between that and fixing the warning, I think the latter might be the better choice. Or if you have any suggestion on how to specify the submenuâs order in the top-level menu, Iâm all ears.
Thanks for the tip!
Decal renderer seems very buggy. There are seemingly random sections of a scene where if the camera enters them and is angled at that direction, all decals disappear. This us using BIRP
Video: 2022-10-08_16-42-29.mp4 - Google Drive
Iâm not the only one whoâs pointed this out either: URP Decals keep disappearing?
Oh. Thatâs not good. Iâm suspecting that it might have something to do with render bounds. Do you see the same issue in other render modes? Iâll try to reproduce it. If you can provide a sample scene that can reproduce your issue that would help immensely with pinpointing the issue.
Itâs decal only. I confirmed it happens in URP as well before I gave up.
Iâm not at my PC currently. To reprod, just start moving around an object that leaves a decal trail while following it with a 3rd person camera and youâll encounter it immediately. Do so in game view, scene view wonât always show the error.
Hi. Sorry for the late reply.
I wasnât able to repro the issue with a trail created by a particle system brush.
How are you creating the trail?
Would you be able to provide a minimal package that reproduces this issue?
Thanks.
Hi, I bought Mudbun today, and the asset works great in Unity, my game is running alright, but when Iâm building it to run it on ios, it stops running as soon as a MudRenderer is implied, and XCode is returning this message:
Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (00000004:kIOGPUCommandBufferCallbackErrorSubmissionsIgnored)
Thanks for your help.
EDIT 1 : I now can see an error message about a shader in the Unity console, donât know if itâs related but here it is, just in case :
Metal: Vertex or Fragment Shader âMudBun/Mud Mesh Single-Textured (Built-In RP)â requires a ComputeBuffer at index 1 to be bound, but none provided. Skipping draw calls to avoid crashing.
EDIT 2 : I realize now that MudBun is not support for Mac, so I guess this is the cause of my issues. This is so sad cause I love it so much, really hope it might work some day soon
Apologies for the late response.
Yes, MudBun is only officially supported and actively tested on Windows.
As much as I want to support multiple platforms, Iâm afraid I simply donât have enough time.
No worries, my bad, didnât noticed this in the asset infos
Iâm considering purchasing MudBun but I would like to know whether a character that is âlockedâ and autorigged whether itâs mecanim compatible. If not, how are animations handled? My use case would be to create assets and characters that can be locked and used in target platforms such as Switch and Mobile (excluding low end devices.)
The asset was not created with mecanim specifically in mind. And Iâm actually not familiar with what being compatible with mecanim means.
Auto-rigging simply rigs the locked mesh by treating the brush objectsâ transforms as bones and assign weights to them for each vertex of the locked mesh. Mind that the weight computation is rather rudimentary, based on each vertexâs distance from each brushâs surface using its signed distance function. MudBunâs auto-rigging is really meant for a rough first pass, and more sophisticated rigging adjustments should be done using dedicated tools. But for some use cases, the initial auto-rigging is good enough.
Does this answer your question?
It does. Thank you!
Ray-Traced Voxels in URP example Only Shadow display. Every Object canât see in Scene. How to set option?
I export the object to fbx ,but no mesh in fbx file(only see transform node).what is right way?
allready solved by Lock mesh and Mesh render mode.
Did you open it in a URP project? What were the versions of Unity, OS, and render pipeline you were using?
unity 2021.3.13
win10
URP render

