New: Dungeon Streaming Actor Serialization - Save the state of any actor in a snap chunk while loading / unloading by implementing the interface DungeonStreamingActorSerialization.New: Dungeon Streaming Events - Any actor inside the snap modules can listen to dungeon chunk streaming events (loaded, unloaded, visible and hidden) by implementing the interface DungeonStreamingChunkEventInterface.These blueprints give you access to the two room category it connects to and are great for selecting special doors for certain rooms (like boss / treasure rooms) New: Snap Connection Selector Blueprints - Apply this blueprint on your snap connection theme graphs.New: Grid Flow Transform logic blueprints have the marker transform as input.Critical Fix: Flow Graph samples were crashing the engine due to deployment issues on the previous build (missing Config folder in the plugin directory).When I try to make my own theme files, it seems like I can get the ground to work, but I'm not clear on how to change the theme to fine-tune the relative placement of things.Īlso, does DA add every marker that you create in a theme? Sometimes it seems like I'll add a new marker to a theme file and I won't notice any changes in my scene.CHANGELOG: Dungeon Architect Version 2.31.1 Release Notes It's pretty slick how the fence and the underground supports are all defined modularly in the theme file, but I don't quite see how DA knows that the support pillars go underneath the ground platforms, or that they should go along the perimeter and not right in the middle of each tile. I still don't quite understand how DA knows how different markers relate to one another, or more specifically how they know where to render the game objects in relation to other game objects.įor instance, I am looking at the SimpleShapes example scene. I'm still working through the videos but I've read the docs and I have a couple questions. PaintSubTreeChildren ( root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect textureClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:3 PaintSubTree ( root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:310) Repaint ( painter) (at C:/buildslave/unity/build/Modules/UIElements/VisualElement.cs:845) DoRepaint ( painter) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:98) DrawImmediate (System.Action callback) (at C:/buildslave/unity/build/Modules/UIElements/ImmediateStylePainter.cs:113) HandleIMGUIEvent () (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:412) HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438) DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266) () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:322) (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:363) (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310) ![]() ![]() (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336) (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342) (System.Object obj, System.Object parameters) (at :0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. (System.Object obj, invokeAttr, binder, System.Object parameters, culture) (at :0) NullReferenceException: Object reference not set to an instance of an objectĭ ( rendererContext, node, camera, System.String textureName) (at Assets/DungeonArchitect/Editor/GraphEditor/Renderers/GraphNodeRenderer.cs:78)ĭ ( rendererContext, node, camera) (at Assets/DungeonArchitect/Editor/ThemeEditor/NodeEditors/MarkerNodeEditor.cs:44)ĭ (UnityEngine.Rect bounds) (at Assets/DungeonArchitect/Editor/GraphEditor/GraphEditor.cs:748)ĭ () (at Assets/DungeonArchitect/Editor/ThemeEditor/DungeonThemeEditorWindow.cs:220) It's empty and I get this infinite loop error: Have DA running on 2018.3 ok, but I have created a new project on same Unity Version 2018.3 and the new project runs ok also (It builds the Dungeon on the Dungeon script) BUT I can't open the DA window editor.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |