I’m on a Mac, but I was wondering if being on the Pro trial had anything to do with it. Does anyone know if plugins are disabled when using the trial version?
Hmm, weird that it’s complaining about UnityEditor assembly… Although, that’s a C# plugin, so it should work even in free unity. I’ll look into that, let me know if you figure out whats causing it.
I’ll try to get a mac and take a look as soon as possible, got a couple other projects on my mind right now. I hope to look into it by the end of the week.
Thanks. I am planning on fixing any existing bugs, but I have no plans for additional features.
I apologize to the Mac owners, I still have no time to fix the existing bugs.
@Hilmer
I’ve seen this problem before with my testers. I haven’t figured out what is causing it. I also used dependency walker to check for dependencies, and there doesn’t seem to be anything else but DirectX and VC++ runtimes. Does it just crash, or does it show an error message about not being able to find a .dll?
Also, the .dlls you mention are both delayed-load and they don’t get called from the .dll. WER.dll is Vista specific, and shouldn’t cause problems as Windows prevents loading of this file if ran on earlier OS versions. IESHIMS.dll I am missing myself, so that can’t be the cause.
Congratulations on this project, it really does look awesome - and thanks for sharing thus far, I would love to use it soon, so I shall be keeping it on my radar.
" First thanks BearishSun for Unilod."
I have a problem with it.and i don’t know that its a bug or i do wrong!
When i drag object to lod simplify and then press create;this appear :
"
MESH FOLDER EXISTS
Folder with the specified name already exists.if you continue,all meshes with the same name in the folder will be replaced. do you want to continue?
"
If i press yes it ask again!
if i press no it stop work!
I use ut pro 2.61 and for this test i used unity’s cube and cylinder and other owner meshs.they have same result.
at bottom of viewport,in unity error reporter it report:
dllNotfoundException:"unity project address/assets/plugins/DXMeshCombine.dll
what i can do?
Thanks!
I’ve actually being trying to learn how to work with CombineSkinned and Skeletons. Any information would be welcome, not to steal the thread away from it’s ultimate goal.
This is very impressive but the downed resolution meshes are so un-predictable I’ll stick to doing everything by hand in the 3d app. Quality’s sake.
I have an LOD script that swaps meshes around for the lods but I haven’t found a way to implement layer changing or material changing. Those impressed me the most I think.
If all your skinned meshes share exactly the same skeleton you can just do something like this (Code not tested):
Mesh CombineMyMeshes(SkinnedMeshRenderer[] MeshRenderers)
{
GameObject[] MeshRendererParents = new GameObject[MeshRenderers.Length];
for(int i = 0; i < MeshRenderers.Length; i++)
MeshRendererParents[i] = MeshRenderers[i].gameObject;
Vector3 NewCenter;
Mesh OutputMesh;
UniLOD.ModelCombine.CombineSkinned(MeshRendererParents, MeshRenderers[0].bones, MeshRenderers[0].sharedMesh.bindposes, true, out OutputMesh, out NewCenter);
return OutputMesh;
}
If you want to combine their materials too, you use a slightly extended version of the CombineSkinned method, but the extra paramaters are pretty self explanatory.
If all of your meshes do not use the same skeleton, then you must call some of the skeleton combining functions(AddBonesToSkeleton or CombineSkeleton), before calling CombineSkinned, and pass the new skeleton(and new bindposes) to CombineSkinned.
Let me know if you need any more help.
@hasanisakhani
There seems to be some other problem with the plugin then. I sadly don’t have time to look into it yet…You may try installing the DirectX SDK(not the Runtimes, but the SDK). That’s the only thing I can imagine that might be missing, but it’s just a guess.