Must be non-negative and less than the size of the collection. I'm really liking the new plugin this far, but a good portion of the sbars that worked fine with the old Allegorithmic plugin are no longer usable and produce this error instead: ArgumentOutOfRangeException: Index was out of range. That was really just a long-winded way of asking if there are any current or planned APIs available to emulate the old APIs `mySubstance.RenderSync()`? `MaterialUtils.AssignOutputTexturesToMaterial(graph)` doesn't seem to get it done for me, and I've been rooting around the API trying to figure out what I can do here, but any promising leads seem to either use interop pointers or are internalized classes. The solution for me currently is to do a refresh, manually intervene to wait for the substance to catch up with the renders, then continue the automation script. sbsar and then iterate the texture outputs in order to bake the textures into a static Unity texture, but I end up getting an error where SubstanceGraphSO.Output is null. I'm trying to have an automated script in Unity import an. With the latest 0.0.100 update on Unity 2021.3 I'm able to import an sbsar, but after the editor reloads I see an error message relating to each output texture, and the material just looks metallic: Fail to update substance output: target Unity texture is not RGBA32.Ī:UpdateOutputTextures (intptr) (at Assets/Adobe/Substance3DForUnity/Runtime/Scripts/Unity Objects/SubstanceGraphSO.cs:247)Īlso another snag that I'm hitting is that Substance graphs don't have assigned output textures after performing an AssetDatabase.Refresh().
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