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Messages - keston

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1
This is the stacktrace from the editor.log
Code: [Select]
0x00007FFC82B1B4E0 (Substance.Engine) cppShutdownSubstance
0x00007FFC82B15240 (Substance.Engine) cppModifyTexturePacking
0x0000019F17C97A4F (Mono JIT Code) (wrapper managed-to-native) object:wrapper_native_00007FFC82B15210 (intptr,string,int[],string,int[],int)
0x0000019F17C97DDC (Mono JIT Code) (wrapper delegate-invoke) <Module>:invoke_void_intptr_string_int[]_string_int[]_int (intptr,string,int[],string,int[],int)
0x0000019F17C977E6 (Mono JIT Code) [F:\EigeneProjekte\fantacity\Assets\Allegorithmic\Plugins\Substance.Platform\NativeFunctions.cs:1028] Substance.Platform.NativeFunctions:cppModifyTexturePacking (intptr,string,int[],string,int[],int)
0x0000019F17C9620B (Mono JIT Code) Substance.Game.SubstanceGraph:UpdateTexturePacking (Substance.Game.SubstanceGraph/TexturePackingItem)
0x0000019F17C8827B (Mono JIT Code) Substance.Game.SubstanceGraph:UpdateTexturePacking ()
0x0000019F17C8800B (Mono JIT Code) Substance.Game.SubstanceGraph:set_tpList (System.Collections.Generic.List`1<Substance.Game.SubstanceGraph/TexturePackingItem>)
0x0000019F17C94853 (Mono JIT Code) Substance.Editor.SubstanceImporter:CommitImporterToSubstance (Substance.Game.Substance)
0x0000019F100CB9AB (Mono JIT Code) Substance.Editor.SubstanceImporter:OnImportAsset (UnityEditor.Experimental.AssetImporters.AssetImportContext)
0x0000019F17C5DF58 (Mono JIT Code) [C:\buildslave\unity\build\Modules\AssetPipelineEditor\Public\ScriptedImporter.cs:23] UnityEditor.Experimental.AssetImporters.ScriptedImporter:GenerateAssetData (UnityEditor.Experimental.AssetImporters.AssetImportContext)
0x0000019F0F8DDEF6 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void__this___object (object,intptr,intptr,intptr)
0x00007FFC635CBFB0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFC63552142 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
0x00007FFC6355B13F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
0x00007FF793ED1012 (Unity) scripting_method_invoke
0x00007FF793ECACC1 (Unity) ScriptingInvocation::Invoke
0x00007FF7929A95C2 (Unity) ScriptedImporter::GenerateAssetData
0x00007FF7928C051F (Unity) AssetDatabaseV1::ImportAsset
0x00007FF7928D4EDC (Unity) AssetDatabaseV1::UpdateAsset
0x00007FF7928EBDFF (Unity) AssetInterface::ProcessAssetsImplementation
0x00007FF7928F69ED (Unity) AssetInterface::StopAssetEditing
0x00007FF7928F043E (Unity) AssetInterface::RefreshInternal
0x00007FF7928ED418 (Unity) AssetInterface::Refresh
0x00007FF79287A2F0 (Unity) AssetDatabase::Refresh
0x00007FF791F3C608 (Unity) Application::InitializeProject
0x00007FF7927E1843 (Unity) WinMain
0x00007FF79549C962 (Unity) __scrt_common_main_seh
0x00007FFCAC6D7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFCACB6CED1 (ntdll) RtlUserThreadStart

Hey @Flavelius ,

What version of Unity and what version of the plugin are you using? Also, are you using HDRP/URP or a Standard project?

2
Hi, I have a project in Unity 2018.1.9f2 that I can't upgrade at present (due to other unrelated Unity changes). The substance plugin was working fine until recently but then started rejecting my login details (which still worked fine on the website). I deleted and reinstalled the latest version of the plugin and that fixed the login problem however it now won't download the substances correctly (seems to stop at 3% and just leaves a unreadable .sbar file in the material directory).

I can work with the plugin with 2018.4 but this is no use for my current project.

Any help with this would be much appreciated.

2018.1.9f2 is unfortunately no longer supported by the Substance plugin. We are focusing on the newer versions of Unity and trying to keep up to date with Unity's editor changes. Sorry for the inconvenience this causes. :(

3
We updated the plugin today with several fixes. It's now live on the Asset Store version 2.4.4. The issue where some Substances are not generating the Mask Map is caused by the engine being out of date to the latest build of Substance Designer. We are working on the Substance Engine update. We are also adding the new 2019.3 API for HDRP assets which will properly identify if HDRP is used.

Cheers,
Wes

Hi Wes, I'm not sure if your reply includes the specific known issue listed in 2.4.4 which this thread is about:
"While using the Substance plugin in a HDRP project, using Raw compression sets greyscale textures to Alpha8."

Just wondering about the timeline for that known issue to be fixed. Also, it would be great to be able to select the compression settings, such as DXT1/DXT5 etc. Thank you.

Hey korindian77,

The Alpha8 issue should be fixed in the next plugin update. :) I'll ask the devs about the compression settings.

4
With version 2.4.4 of the Substance Unity plugin and Unity 2019.3.1f1, I am receiving the following error in the editor console upon exit from Play mode:

NullReferenceException: Object reference not set to an instance of an object
Substance.Editor.EntryPoint.NeedsReImport (System.String pPath) (at <c84dad347d4b4c7c97bcf77c1e11b982>:0)
Substance.Editor.EntryPoint.HandleAssignedTextures () (at <c84dad347d4b4c7c97bcf77c1e11b982>:0)
Substance.Editor.EntryPoint.StateChange (UnityEditor.PlayModeStateChange state) (at <c84dad347d4b4c7c97bcf77c1e11b982>:0)
UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at <c10752821eec4acbb89ccd53fbbc5e27>:0)


Double-clicking the message does not link to anything in the hierarchy or project tabs, so this seems to be something global to the plugin rather than triggered by a specific object. All of my materials seem to be unaffected by the error, so if it's trying to tell me one of them needs to be reimported, I am not sure which one.

Hey guys, this is a known issue related to Unity changing stuff within 2019.3. We have a ticket in for this. It is an annoying error but shouldn't affect anything with using the plugin. Sorry for the inconvenience. :(

5
Substance Integrations - UE4 - Re: iOS / Android support
 on: February 27, 2020, 02:19:15 am 
Is this still the case, now in 2020?  I can't manage to get my app packaged for android with my textures.

Hey Jarad,

Currently, the Substance plugin does not support Android. However, we are working on an update that changes the Substance plugin to use Texture2Ds, which will then allow for Substance textures to be used on mobile platforms.  :)

The current workaround for this would be to export the baked textures out of Designer.

6
Normal maps don't work on the Nintendo Switch platform - in editor and on device. The appearance of materials with normal maps is that they come out very dark (practically black).

Probably related to the normal map compression type, which has issues in the terrain shader and on certain other mobile platforms. This is probably why I can get them to appear appear correctly by turning compression off (setting to RAW) - which if you know about how much memory the Switch has, is not an option.

Hey @boudini ,

We don't officially support building for the Nintendo Switch at this time. Unity uses DXTnm for its normal map compression, and we don't have the ability to use that in our current plugin (as we previously did with the integrated plugin) so we have to use different compression. This is also why they don't work in terrains. Sorry for the inconvenience.  :(

7
Hi, I have a few questions about this Unity plugin.

- How can I just export the images from substance? I remember an older version of this plugin (it was integrated into Unity) can export all maps as png images. But I can't find this feature in the new addon.

- Is it possible to change the map outputs? For example, by default, my .sbsar file in Unity have 2 maps, Metallic/Smoothness, and Height. I want to create one map combining these two, Metallic (R), Smoothness (G). Height (B) is it possible to do with Unity addon or I need to open the substance in Substance Designer?

Hey @mooha ,

The functionality for exporting texture maps from inside Unity is not currently in the plugin. We have a ticket in for adding this.

Also, currently you are not able to set individual RGB channels directly in the Unity plugin. You would have to do this in Designer. We are looking to add this functionality into the plugin as well.

8
*I WROTE THIS QUESTION ONE WEEK AGO AND NO ONE OF THE STAFF REPLY SO I WILL TRY AGAIN

Hi,

I have a question about performance in Unity through SP:

I attach a photo of the same Cracked substance from Substance Source in Unity Quads with 3 different sizes just for testing: 1x1m, 5x5m, 10x10m. The three Quads have a Resolution of 256, as specified in the Target Settings specifications.




Obviously the smallest 1x1 meters has the best resolution because it is the same texture spread in a smaller Quad, but I have the problem of having to use thousands and thousands of Quads to fill the floor the level withouth loosing quality.

So taking into account that my game has to run in mobile devices...My question is as follow: what setting do you recommend me using (size of texture and size of quads) to fill a level floor keeping the texture quality and a good performance?

I hope you can help,

Regards,

Rafa

*Please keep this awesome Allegorithmic team despite you have a new owner


@Rafartist ,

I would say that this depends on multiple factors:

- personal preference (and look of the game)
- what devices you are targeting (and how powerful they are)
- if these Substances are static, or they change at runtime

This would be your personal preference. You could create multiple scenes with the quads + Substances attached and test the performance yourself. Obviously, the lower the texture resolution, the better the performance. But this would be on the Unity side, if they are not dynamically updated Substances (i.e. changing the parameters at runtime).

9
Hi,

I was trying to do the first tutorial on the official Youtube channel, everything was fine until I encounter a small issue.
When I import the asset in my scene (in High Definition Render pipeline), the Material is pink. Same with an asset dowloaded on the officiel website.

So, I don't really know what to do to fix that ahah

Thank's for the help !

EDIT : I try to import the same assets in a standard 3D scene and it was working. So I guess the problem is my scene in High Definition Render Pipeline ? Is Substance Designer not working with HDR ?




Hey @MrBlackBaba ,

There's a video guide here to set up HDRP materials in Unity: https://youtu.be/ikBUXPYdzdY . It is a little different at the moment for HDRP, as the plugin does not natively support it out of the box currently. It requires some work in Substance Designer, packing maps in certain channels for the HDRP shader.

There is also the documentation here, if you wanted a text guide: https://support.allegorithmic.com/documentation/integrations/working-with-hdrp-lwrp-172818842.html

Hope that helps you get started :)

10
Hello,

I update my project to Unity 2018 and imported the substance plugin on the Unity Asset Store.

And then my unity project gets an error:

Failed to load '/Users/macintosh/Unity/KiattoUnity2018/Assets/Scenes/World2/World2Level5.unity' because it was serialized with a newer version of Unity. (Has a higher SerializedFile version)

I am using Unity 2018.3.4f1. Please any help?

@felipefonte99 @Fraser Hill ,

How are you reproducing this issue? I followed the steps in the above post and it works fine on our end. I need some information if possible:

- What Unity version are you updating from?
- What plugin version are you using?
- Would you be able to send an example project where I can reproduce this?

11
I deleted the Allegorithmic folder and downloaded again the latest version and now it works! The installation might have been corrupted... despite I was always using the latest version: 2.2.1.

Just for my information, is there any particular folder in the Unity structure that I should clean of temporary data in case the installation doesn't come clean (after deleting the Allegorithmic folder and before downloading it again)?

I'm glad to hear you got it working! :) The /Assets/Allegorithmic folder should be the only thing you need to delete (it encapsulates all of the files it needs for the plugin itself). This should be done only when Unity is closed, as to avoid crashes and errors.

12
I have no specific error related to Substance in the console. If I hit "Play" all else works. But since I can't put it on a gameobject, it just stays in the assets folder so it is not generating errors, but at the same time it can't be used.

I should precise that my builds are set for Android, if that matters...

As you said, double click opens the file from Unity. But I can't even do that with the .sbsar., contrary to a normal .jpeg texture, for example, which opens fine...

Here's my Assets Folder hierarchy:



Edit: when I remove the .sbsar and put it back in the project, I do get the following message from the Unity console:
Code: [Select]
"Built-in support for Substance Designer materials has been removed from Unity. To continue using Substance Designer, you will need to install Allegorithmic's external importer from the Asset Store."
Which is strange because I already have it downloaded as per screenshot above...

Hey @Ryxx ,

What version of the plugin are you using? Can you go to the Substance menu at the top and click the About button and tell me what it says?

The Unity error is odd, because this would only show if you don't have the new Substance in Unity plugin installed.

13
Hello,
I use substance source within unity to create materials. And, for some reason, I haven't been able to login from the substance window in Unity. I tried removing Substance plugin then re-download it, re-importing it, and I still have the same problem. I tried logging in the web browser and my ID and password are correct.

Hey @pixelrave ,

Hmm I am able to log in fine on my end. Just to confirm, what version of the plugin are you using?

14
Substance Integrations - UE4 - Re: Unreal Livelink
 on: January 30, 2019, 11:07:14 pm 
Hello,

Did you replace the materials that were imported along with the mesh with Unreal-created materials? Also are you getting any errors in the Substance Painter log?

15
Thanks for the answer, but I'm not even seeing the full thumbnail with the material. I can't unfold its contents like in your screenshot.
I'm seeing a very tiny icon and can't do anything with it. When I drag it in the scene, the cursor turns to a circle crossed with a diagonal bar (forbidden sign).

I tried creating a test .sbsar from SD (version 5.6.2) and it's the same. Unity doesn't recognize that .sbsar too.

Here's what I have:


Hm I can't seem to reproduce this issue. Are you getting any errors in the Unity Console?

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