[Out now!] PortalKit Pro- Seamless portals (Fully VR and Mobile supported)

Also, for those of you that don’t know, PortalkitPro is now on sale for 50% off!

I installed your plugin and now I have this when hiting play, have no portas on scene nothing

NullReferenceException: (null)
UnityEditor.SerializedObject…ctor (UnityEngine.Object[ ] objs, UnityEngine.Object context) (at C:/buildslave/unity/build/artifacts/generated/common/editor/SerializedPropertyBindings.gen.cs:87)
UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:193)
UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:185)
UnityEditor.MaterialEditor.OnEnable () (at C:/buildslave/unity/build/Editor/Mono/Inspector/MaterialEditor.cs:1776)

Please help

I’ve followed up with you in PM, but for anyone experiencing anything similar please delete the asset folder (SKStudios) and re-install the asset. This is an internal Unity error.

Seems like the documentation page is down?

Thanks for pointing that out! It should be back online shortly.

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There is a conflict between PortalKit Pro and Mobile Optmizer if both are in the same project
was the problem that was happening in the above scripts

Just curious, is there any way to get portalkit rendering properly with something like Volumetric Fog & Mist or HX Volumetric Lighting? I haven’t been able to find a workaround to get something like that working

Also getting issues with falling through floors when I go near a portal

What in particular about those assets doesn’t work?
Also, that’s not good. Could you please file a support ticket so I can help you out and fix the problem?

Actually, speak of the devil, while trying to replicate the issue I was able to find and fix it.
If you’re having trouble with falling through the floor while being near portals (specifically with terrain or large combined wall/floor colliders), then install this package:
-Outdated, update is on store. Please update the asset.-

Just a quick update. Some build targets are having trouble importing the asset. If you are, please update to the newest version of portalkit pro and install this patch:
-Outdated, update is on store. Please update the asset.-

The assets require a script attached to the camera, so if there’s fog floating on the floor from these, it isn’t rendering in the portal because the cameras portal pro spawns do not have the proper scripts attached to it

Hello, I have a problem with running Portal Kit Pro with Oculus:

  1. I have created new project and imported PKP, ran setup, chose VR buitl, installed VRTK
  2. I have opend VRDemoScene
  3. I have downloaded oculus sdk, added ovrplayercontroller to sdksetups, added vrtk sdk setup component, changed mode to Oculus (rift), added newly created setup to the vrtk_sdk manager
  4. After running the project view in game window is fine, but image inside HMD is bugged: camera is placed at some random position and hourglass icon is present.
  5. Disabling one of portalspawner objects fixes the problem.

Bug occurs in both Unity 5.6.4f1 and 2017.2.0f3. PKP version is 6.1.1

EDIT: I have also unchecked PortalOnly and Portalplaceholder layer from left/center/right camera
EDIT2: I tried using steamvr instead of oculus sdk. Result was similar but worse.

That’s really strange. Could you possibly open a ticket and send your project?
We’re currently on Holiday, but we’ll be able to look at it in the coming days.

I just realized that I never fully answered this question.
Did you try editing the prefab that you’re using on your portalSpawners? The asset allows you to customize the prefab however you like for purposes exactly like this :slight_smile:

  1. On first import of PortalKit Pro there is an error:
at SKStudios.Portals.GlobalPortalSettings.get_TimeInstalled () [0x00001] in E:\Projects\Games\Test\Assets\SKStudios\PortalKit Pro\Scripts\Internal\GlobalPortalSettings.cs:54
at SKStudios.Portals.Editor.SetupUtility.OnProjectReload () [0x00011] in E:\Projects\Games\Test\Assets\SKStudios\PortalKit Pro\Editor\SetupUtility.cs:128

(Filename: Assets/SKStudios/PortalKit Pro/Scripts/Internal/GlobalPortalSettings.cs Line: 54)
  1. The notifications panel of PortalKit Pro kills the background/box of the Unity3D game window stats panel.

  2. If a UMA generated avatar has attached the Portable script/component and the UMA race changes (Avatar rebuilds), the portal copy of the avatar is pink (shader/texture lost?). Before rebuilding the UMA avatar copy looks correct.
    And it throws an exception on enter the portal:

NullReferenceException: Object reference not set to an instance of an object
SKStudios.Portals.Teleportable+<FlashFix>c__Iterator2.MoveNext () (at Assets/SKStudios/PortalKit Pro/Scripts/Teleportable.cs:517)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
SKStudios.Portals.Teleportable:Teleport(Portal, Portal) (at Assets/SKStudios/PortalKit Pro/Scripts/Teleportable.cs:505)
SKStudios.Portals.Portal:TryTeleportTeleporable(Teleportable, Collider) (at Assets/SKStudios/PortalKit Pro/Scripts/Internal/Portal.cs:439)
SKStudios.Portals.Portal:E_OnTriggerStay(Collider) (at Assets/SKStudios/PortalKit Pro/Scripts/Internal/Portal.cs:395)
SKStudios.Portals.PortalTrigger:OnTriggerStay(Collider) (at Assets/SKStudios/PortalKit Pro/Scripts/Internal/PortalTrigger.cs:24)

But removing the Portable script/component on rebuild and apply a new after rebuild the avatar throws null reference exceptions and do heavy slow down the FPS.

UMA on Asset Store: Unity Asset Store - The Best Assets for Game Making
The UMA forum thread: UMA - Unity Multipurpose Avatar on the Asset Store! (Part 1)
The UMA project on GitHub: GitHub - umasteeringgroup/UMA: Unity Multipurpose Avatar

Sorry, somehow I was never given a notification about this from the Unity forum.
Is the issue persistent? If it is, please open a support ticket so I can help you as effectively as possible! I hate to see people having issues with something that I’ve worked this hard on… and nobody wants to bust cash on something that doesn’t work.

How can I create a support ticket? Is there any Issue tracker for PortalKit Pro?

Yes it is persistent with the newest version of PortalKit Pro 7.2, Unity 3D 2017.3.1p4 and UMA 2.7.0.

The Unity stats panel ( https://docs.unity3d.com/Manual/RenderingStatistics.html ) has no black Background anymore after import PortalKit Pro and get it only back if I delete PortalKit Pro Plugin in my project.

And with UMA ( https://www.assetstore.unity3d.com/en/#!/content/35611 ) it only works if the avatar was created once. But if I change the race of the avatar on runtime and UMA rebuilds the mesh and the textures for the avatar then the clone/copy in PortalKit Pro (mirror) is pink and deformed.
The following error comes up if the Avatar crosses the portal of PortalKit Pro:

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You can send in a support ticket at support@skstudios.zendesk.com; It’s listed on my publisher page on the asset store, but it’s also possible to miss, so I’m terribly sorry for the confusion. There is not a public-facing bugtracker at the moment, largely due to having to rebuild the entire website after our old provider zonked out on us.
I truly have no idea why the rendering statistics panel might react that way. We use custom UI styles, but they are entirely contained within the asset. I don’t want to say that that one is on Unity, but it just well might be.

The issue with UMA and the Teleportable is due to the way that Teleportables work; unfortunately, if you want to duplicate a component, a decent amount of reflection legwork has to get executed so all the work on constructing Teleportables is done at the beginning of run-time instead of continually updating. With that being said, I’m actually right in the middle of a small feature patch that includes a method to re-calculate the Teleportable data. If you send me a ticket and let me know that you’re you, I can get that patch out to you as soon as it’s done, rather than when Unity approves it.

I found the bug that removes the black background of the Unity3D stats panel in your code of “SKStudios/PortalKit Pro/Editor/Panels/SceneViewSettings.cs” on Line 81 - 85.

You override the default Editor.skin.window Style:

                windowStyle = GUI.skin.window;
                windowStyle.normal.background = null;
                windowStyle.border = new RectOffset(4, 4, 4, 4);
                windowStyle.margin = new RectOffset(0, 0, 0, 0);
                windowStyle.richText = true;

You can fix it by changing the line 81 to:

windowStyle = GUIStyle(GUI.skin.window);

I’m sure you know how to fix it, but I wrote this fix here in the forum if other users has the same problem and want to fix it by herself before an new update do it. After fixing this bug the Unity3D editor must be restarted to reload the default editor window gui style.

Today I had much other work to do. But I write you a mail for a ticket tomorrow.

Thank you very much. I still haven’t received your email, but I will be pushing the update that fixes these issues either tonight or tomorrow. I was going to finish them sooner, but my GPU kicked the bucket so my desktop has been out of commission for a week.