I can also see why it doesn't work in your case. They're approximated using the data "seen" from Capture Points, but if your sector doesn't have them, then it will completely ignore all surrounding objects.Īll scene lights are active, but if it's not a directional/sky light, it will be automatically ignored if its bounding box doesn't intersect sector's bounding box (it actually always happens on the lightmap group level, it's just none of your groups will ever extend beyond the sector in this case). _CallUpdateFunctions () (at :0)Ĭlick to expand.Objects from other sectors are not exported anyway, so you don't need to disable them yourself. `1.get_Item (System.Int32 index) (at :0)įtModelPostProcessor.CheckUVOverlap (UnityEngine.GameObject g, System.String assetPath) (at Assets/Editor/圆4/Bakery/scripts/ftModelPostProcessor.cs:245)įtBuildGraphics.ModelUVsOverlap (UnityEditor.ModelImporter importer, ftGlobalStorage store) (at Assets/Editor/圆4/Bakery/scripts/ftBuildGraphics.cs:1024)įtBuildGraphics.CreateAutoAtlasLMGroups (ftBuildGraphics+ExportSceneData data, System.Boolean renderTextures, System.Boolean atlasOnly) (at Assets/Editor/圆4/Bakery/scripts/ftBuildGraphics.cs:3452)įtBuildGraphics+d_233.MoveNext () (at Assets/Editor/圆4/Bakery/scripts/ftBuildGraphics.cs:7155)įtRenderLightmap+d_282.MoveNext () (at Assets/Editor/圆4/Bakery/scripts/ftRenderLightmap.cs:5268)įtRenderLightmap.RenderLightmapUpdate () (at Assets/Editor/圆4/Bakery/scripts/ftRenderLightmap.cs:4601) Must be non-negative and less than the size of the collection. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()ĪrgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.Īt `1.get_Item (System.Int32 index) in :0Īt ftModelPostProcessor.CheckUVOverlap (UnityEngine.GameObject g, System.String assetPath) in D:\wkspaces\Project\Assets\Editor\圆4\Bakery\scripts\ftModelPostProcessor.cs:245Īt ftBuildGraphics.ModelUVsOverlap (UnityEditor.ModelImporter importer, ftGlobalStorage store) in D:\wkspaces\Project\Assets\Editor\圆4\Bakery\scripts\ftBuildGraphics.cs:1024Īt ftBuildGraphics.CreateAutoAtlasLMGroups (ftBuildGraphics+ExportSceneData data, System.Boolean renderTextures, System.Boolean atlasOnly) in D:\wkspaces\Project\Assets\Editor\圆4\Bakery\scripts\ftBuildGraphics.cs:3452Īt ftBuildGraphics+d_233.MoveNext () in D:\wkspaces\Project\Assets\Editor\圆4\Bakery\scripts\ftBuildGraphics.cs:5999įtBuildGraphics/d_233:MoveNext () (at Assets/Editor/圆4/Bakery/scripts/ftBuildGraphics.cs:7154)įtRenderLightmap/d_282:MoveNext () (at Assets/Editor/圆4/Bakery/scripts/ftRenderLightmap.cs:5268)įtRenderLightmap:RenderLightmapUpdate () (at Assets/Editor/圆4/Bakery/scripts/ftRenderLightmap.cs:4601) Now if I bake all the skins, and play that animation, the shotgun's still visible, and it shouldn't be.Exception caught: System.ArgumentOutOfRangeException: Index was out of range. I export my data, import them into Unity, and if I select the skeleton data and preview this particular animation, again, everything's great, the shotgun is hidden. Other animations are unchanged, this one looks great, all is well. Then I switch to Animate, select the animation where I don't want the shotgun to appear, click on the visibility dot, the key turns yellow, I click on it, it adds a key in the timeline. Following your advice, I've created two attachments : the usual gun skin attachment, and an empty one (I've also tried having a skin attachment on the empty slot, but this doesn't change a thing). For one special animation, I need him to NOT have the shotgun. I have this character that is usually sporting a shotgun in most animations.
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