Unable to save multiple sprites from the refine generator

I want to select all the sprites that are generated in the refine option. Save them with sequential or some random numbers. At the moment i can only save one at a time and i have to select the folder to save to every time, rename it as well. A random number would help. it doesn’t remember where i saved the last one. When I select multiple images and try to download i get an error.

NullReferenceException: Object reference not set to an instance of an object
Unity.Muse.Common.AssetsList.b__45_6 (System.Object selected) (at ./Library/PackageCache/com.unity.muse.common@0.3.0/Runtime/UI/Controls/AssetsList.cs:215)
System.Linq.Enumerable+WhereListIterator1[TSource].MoveNext () (at <c9eddfa77f7c453c96c40d8d4011faf6>:0) System.Collections.Generic.List1[T].AddEnumerable (System.Collections.Generic.IEnumerable1[T] enumerable) (at <07ba9f98d9794cf19aca0392570e5637>:0) System.Collections.Generic.List1[T]…ctor (System.Collections.Generic.IEnumerable1[T] collection) (at <07ba9f98d9794cf19aca0392570e5637>:0) Unity.Muse.Common.AssetsList.<Init>b__45_0 () (at ./Library/PackageCache/com.unity.muse.common@0.3.0/Runtime/UI/Controls/AssetsList.cs:215) Unity.AppUI.UI.Pressable.Invoke (UnityEngine.UIElements.EventBase evt) (at ./Library/PackageCache/com.unity.dt.app-ui@0.5.1/Runtime/UI/Manipulators/Pressable.cs:101) Unity.AppUI.UI.Pressable.InvokePressed (UnityEngine.UIElements.EventBase evt) (at ./Library/PackageCache/com.unity.dt.app-ui@0.5.1/Runtime/UI/Manipulators/Pressable.cs:97) Unity.AppUI.UI.Pressable.OnPointerUp (UnityEngine.UIElements.PointerUpEvent evt) (at ./Library/PackageCache/com.unity.dt.app-ui@0.5.1/Runtime/UI/Manipulators/Pressable.cs:335) UnityEngine.UIElements.EventCallbackFunctor1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacksAtTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.EventDispatchUtilities.DispatchToCapturingElement (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, System.Int32 pointerId, UnityEngine.Vector2 position) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.EventDispatchUtilities.DispatchToCapturingElementOrElementUnderPointer (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, System.Int32 pointerId, UnityEngine.Vector2 position) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.PointerEventBase`1[T].Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <7560b3fd96a94ceb8541209b2fe74c21>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at :0)

Thank you for highlighting this issue! This seems like a bug. So batch-saving is already possible and we append a running number suffix to the back of the file name to avoid accidental image override. Let me bring this back to the team to see if we could reproduce the issue.

In the meantime, could you also share with us how did you multi-select the images? Did the errors pop up only when you try to save all the images in the Refine Generator or only when saving non-continuous images? I.e. Rocket 1, Rocket 3, Rocket 7 etc. Or any other details which you think might be useful? Thank you!

i held down ctrl and clicked each image. I couldn’t find any other way to select them all. Did i miss an option ?

Thank you! Yeah so there are various ways to multi-select:

  • Holding down ctrl/cmd while clicking each image (sequential or non-sequential) is one of them.

  • Holding down shift while selecting the first and last image.

  • Hitting ctrl+a to select all the images in the Generations Tray.

Also, could you help us check which package version are you currently on for Muse Common Library and Muse Sprite Tool? These can be accessed via the Window > Package Manager menu. Thank you!

Pacman

Unity version 2023.1.16f1

I tried shift select and ctrl+a got a NullReferenceException when clicking download.

Thank you for letting us know! Our team is already looking into this too!

Hi Shallow_Boxer,
Thank you for reporting the issue. While the bug is being fixed, there is another way to save multiple sprites that you can try. Select the sprites you would like to download, right click on a sprite and select “Export All”. It should let you choose the folder where you would like to download your assets.
Let me know if it works :slight_smile:

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