Comments (6)
I just had the same problem, the MeshRenderers had missing meshes, could fix it via:
- open
Assets\blocks.blend
in Blender 2.79 - disable all "eyes" in the hierarchy (only three nodes for the tower clock)
- save it (ctrl+s and mouse click)
- Unity should reload the blend file
- press play
- should work
I don't know if disabling the visibility is needed or just the "save blend file" to trigger Unity to reimport
from wavefunctioncollapse.
Sorry you're having problems. You don't need to use any buttons. I just cloned the project from scratch, opened the scene, pressed Play and it worked.
Did you get any warnings or errors when you opened the project?
Can you check if any of the children of the Prototypes node have MeshRenderers with missing meshes?
Do you have Blender installed on your PC?
from wavefunctioncollapse.
Apologies for the slow response - back on the grid and looking to work with your project again! FWIW, it seems that manually updating MeshFilter
assignments in the Prototype
scene works, but I switched over to a Windows machine and everything works perfectly there, so going to proceed on that tack!
Thanks again for your thorough help and advice.
from wavefunctioncollapse.
That did the trick kungfooman!
I just installed Blender, opened blocks.blend and saved the file and that was it.
A big thank you to both of you :)
from wavefunctioncollapse.
Even after saving in Blender, I see the same 'partial' map issue:
It definitely seems like certain pieces of the mesh are simply not visible - the player seems to collide with invisible boundaries when moving around, and you can see the slots assembling on multiple vertical levels:
Any guesses or intuition about what other reasons might cause this would be greatly appreciated!
from wavefunctioncollapse.
What do you see in the Prototypes scene? I assume that some prototypes have meshes while others dont't. Can you confirm this?
There was a problem that looked like your screenshot, but it was fixed a while ago. Can you confirm that you're on the latest commit (it doesn't matter if you pulled the changes from today).
The invisible walls appear because the colliders are created directly in Unity and are thus imported correctly. Only the visual mesh is missing, everything else is there.
Please do the following:
- Delete all project files
- Use git clone to download the project again
- Open blocks.blend in Blender and save it (like you did to get the screenshot above)
- Open the project in Unity and check if this solved it
If the problem persists, you can do this:
- Open the Prototypes scene
- Edit the Prototypes prefab
- Look for modules with missing meshes. In the
MeshFilter
component, it should say something like "Interior door (missing)". Click on the circle next to it, search for the name (like "Interior door") and select the mesh.
If you can fix the meshes like this, they will appear in the game again.
from wavefunctioncollapse.
Related Issues (16)
- Ceilings in passageways have no collision detection
- Request : Port code to Ubuntu via dot net core or mono? HOT 7
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- Mathf.log is logₑ unless you specific a 2nd argument HOT 2
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- stairs that are not 45 degrees HOT 3
- Amazing work HOT 4
- minimal starter set , HOT 4
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- Great work! Plans for porting it to Unreal Engine?
- Use package manager version of Post Processing HOT 3
- Request: UV/Map textured models :D HOT 1
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