Question about the mesh of the Unity particle system launching HDA bakea! (To solve, version issue, change to the latest version of the line!!)
3561 2 0- vfx_yFan
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- seelan
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Your first issue is because in your baked prefab, the child gameobject that you are trying to use is not a mesh. The field in the Particle System requires an actual mesh object. When an HDA is baked out, the mesh is on the 2nd child (grandchild of parent), which you can only access after instantiating the prefab. This is due to Unity's limitation of displaying only 1 level of child objects in the UI.
The second issue seems to be a bug with how Unity converts vertex colour buffers. I've fixed this just now, and it should be available in the next daily build (probably 16.0.653 tomorrow). In the mean time as a temporary fix, you can just change the shader in the material to something that doesn't vertex colours if you aren't using them.
The second issue seems to be a bug with how Unity converts vertex colour buffers. I've fixed this just now, and it should be available in the next daily build (probably 16.0.653 tomorrow). In the mean time as a temporary fix, you can just change the shader in the material to something that doesn't vertex colours if you aren't using them.
- vfx_yFan
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seelanv
Your first issue is because in your baked prefab, the child gameobject that you are trying to use is not a mesh. The field in the Particle System requires an actual mesh object. When an HDA is baked out, the mesh is on the 2nd child (grandchild of parent), which you can only access after instantiating the prefab. This is due to Unity's limitation of displaying only 1 level of child objects in the UI.
The second issue seems to be a bug with how Unity converts vertex colour buffers. I've fixed this just now, and it should be available in the next daily build (probably 16.0.653 tomorrow). In the mean time as a temporary fix, you can just change the shader in the material to something that doesn't vertex colours if you aren't using them.
Thank you for your answer!!
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