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64 lines
5.1 KiB
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64 lines
5.1 KiB
Markdown
# Troubleshooting
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[Placeholder text from previous documentation]
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Frequently asked questions and troubleshooting tips when working with **Polybrush**.
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---
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## Brush Isn't Applying / Can't See Brush Gizmo
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- First, make sure you have a **Brush Mode** selected (click any of the buttons in the top toolbar except settings).
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This is usually the cause, since **Polybrush** automatically pops out of **Brush Mode**s when the Unity tool is changed.
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- Check that you have a GameObject selected, and that the selected GameObject has a valid mesh. **Polybrush** only applies brushes to the current selection, and must have a mesh with a vertex count greater than 3.
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- **Polybrush** does not work on Unity Terrain objects. Make sure the GameObject is a mesh.
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- Reset the **Brush Settings** by deleting the *ProCore/Polybrush/Brush Settings* folder. Note that this will clear any saved brush presets, so use this only as a last resort!
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## Save Mesh as Asset
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**Polybrush** adds a new button to `MeshFilter` components that reference an instanced mesh (a mesh that isn't saved in the project). The "Save to Asset" button will create a new mesh asset in your project and point the `MeshFilter` to that object. This allows the mesh to be used in Prefabs.
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## Prefabs aren't working
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See [Save Mesh as Asset](#save-mesh-as-asset).
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## Colors or Textures not Painting
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Vertex colors and texture blending both require special shaders to work. By default, Unity's Standard shader does not include support for either of these modes. Fortunately, **Polybrush** includes a number of prebuilt Materials that work well with these modes:
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| Name | Mode | Description | Path |
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| - | - | - | - |
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| **Diffuse Vertex Color** | Color | A Legacy Diffuse shader with support for a texture, normal map, and vertex colors. | *ProCore/Polybrush/Materials/Diffuse Vertex Color* |
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| **Standard Texture Blend** | Texture | A PBR enabled material with support for blending up to 12 different textures. | *ProCore/Polybrush/Materials/Standard Texture Blend* |
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| **Standard Texture Blend Bump** | Texture | A PBR enabled material with support for blending up to 4 different textures with normal maps. | *ProCore/Polybrush/Materials/Standard Texture Blend Bump* |
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| **Standard Vertex Color** | Color | This material behaves similarly to the Standard shader, but with support for painting vertex colors. | *ProCore/Polybrush/Materials/Standard Vertex Color* |
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| **TriPlanar Texture Blend** | Texture | A PBR enabled material with support for blending up to 4 textures and automatically projects UV coordinates. | *ProCore/Polybrush/Materials/TriPlanar Texture Blend* |
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| **TriPlanar Texture Blend Legacy** | Texture | A Blinn-Phong lighting pipeline (legacy) material with support for blending up to 4 textures and automatically projects UV coordinates. | *ProCore/Polybrush/Materials/TriPlanar Texture Blend Legacy* |
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| **Unlit Texture Blend** | Texture | A simple unlit material with support for blending up to 6 textures. | *ProCore/Polybrush/Materials/Unlit Texture Blend* |
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## Textures not Painting (with valid shader)
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Occasionally Unity will refuse to update mesh values after a lightmap bake. To fix, open `Window > Lighting > Scene` and click the arrow on the Build button in the bottom right corner then select "Clear Baked Data".
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## Keyboard Shortcuts Not Working
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Unity can sometimes not register keyboard shortcuts when a package is first imported. The solution to open the Menu item and manually select the shortcut. You should only need to do this once ever.
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## Lighting Seams or Vertex Color / Textures Bleeding
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For vertex colors and textures to have hard seams (meaning no blending at vertices between different colored faces) a mesh must have hard edges. Most 3D modeling applications call this some variation on "Smooth" or "Hard" edges.
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This can also affect lighting - if an edge is not smoothed then using the **Push/Pull** or **Smooth** brush tools can exacerbate a lighting seam.
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## Black Faces / Triangles on Mesh
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This can happen when a Texture Blending material is in use, but no texture channels have been applied to the mesh. To fix, open the **Texture Blend Mode** panel and select a texture, then apply the brush to the affected areas.
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In some cases you may also need to use **Vertex Color Mode** to paint the entire mesh with a **White** color.
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