Hi Anthony,

I would like to know if I can directly import an existing room GLB model and then use the Home designer Buddle to add furniture to the room, instead of using the floor map, if possible, how to mark the imported room model, and I also have many GLB models of my own furniture, can this be imported and placed? Finally, I need to export the data of the entire room to json, and support the restoration of the entire scene through json in the future. Can the home designer buddle do it?

Thanks!

funnydata sorry GLB are not supported. You can import FBX files in unity, place them on the scene as a reference to draw a room on top. then place you furniture (fbx prefab) in it, and save to json.

    Anthony Thanks for your reply, I have purchased the home designer bundle 2022, it works very well, I am a Unity rookie, there are a few more questions I need to ask you in advance:

    1. Can you only preview the space in the third person, instead of moving the furniture inside?
    2. Is it possible to add a virtual person in the room and walk around and browse the whole room from the perspective of the virtual person
    3. After being packaged into a Mac program, the furniture appears to pass through the wall, that is, the furniture appears outside the room. What is the problem? link : https://ibb.co/QMbyV3M

    Thanks for your reply!

      funnydata

      1. The camera included is only third person, but you can implement your own camera controller of course.
      2. Same question ? There is an example "playmode" scene that you can use to load your final creations, and there you can just drop a first person controller
      3. No idea, can you record a video please?

      thanks

        Anthony Same question ? There is an example "playmode" sce

        Thanks, for the third question, this is the video link : https://vimeo.com/764808937

        And there is an another question, When I want to move a furniture, I always click the floor or the wall, and the camera will zoom out, how can I disable the click for the floor or the wall when I just want the move the furniture?

        And the last question, where can I find the link : https://ibb.co/Ydc0XXk living and bedroom asset? It's very cool.

          funnydata Do you have the same issue with any furniture? Can you try with the fridge for example?

          For your other questions, open InteriorDesigner.cs

          and remove or comment out these lines:
          lines 317, 328, 339, 361, 371
          CameraEvents.OnRequestObjectFocus?.Invoke(hit.collider.gameObject, false);

            5 days later

            Anthony Thanks for your reply, I will try it.

            And today when I want to export a room to fbx, it response errors:

            IndexOutOfRangeException: Index was outside the bounds of the array.
            UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportMesh (UnityEditor.Formats.Fbx.Exporter.ModelExporter+MeshInfo meshInfo, Autodesk.Fbx.FbxNode fbxNode) (at Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:840)
            UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportMesh (UnityEngine.GameObject gameObject, Autodesk.Fbx.FbxNode fbxNode) (at Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:4444)
            UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportComponents (Autodesk.Fbx.FbxScene fbxScene) (at Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:3415)
            UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportAll (System.Collections.Generic.IEnumerable1[T] unityExportSet, System.Collections.Generic.Dictionary2[TKey,TValue] exportData) (at Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:3749)
            UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportObjects (System.String filePath, UnityEngine.Object[] objects, UnityEditor.Formats.Fbx.Exporter.IExportOptions exportOptions, System.Collections.Generic.Dictionary2[TKey,TValue] exportData) (at Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:4607)
            UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportObject (System.String filePath, UnityEngine.Object singleObject) (at Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:4576)
            Exoa.Designer.FBXExporter.ExportScene (System.String fileName, UnityEngine.GameObject obj) (at Assets/Exoa/Common/Scripts/Utils/FBXExporter.cs:16)
            Exoa.Designer.AppController.OnRequestButtonActionHandler (Exoa.Events.GameEditorEvents+Action action, System.Boolean active) (at Assets/Exoa/Common/Scripts/Controllers/AppController.cs:107)
            Exoa.Designer.UI.ActionButton.<Start>b__5_0 () (at Assets/Exoa/Common/Scripts/UI/ActionButton.cs:19)
            UnityEngine.Events.InvokableCall.Invoke () (at /Users/bokken/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:178)
            UnityEngine.Events.UnityEvent.Invoke () (at /Users/bokken/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_0.cs:58)
            UnityEngine.UI.Button.Press () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70)
            UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114)
            UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57)
            UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction
            1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)
            UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)

            Can you help me about it.

            And the editor log:

            Unity Editor version: 2021.3.11f1c2 (2c7757f00bfe)
            Branch: 2021.3/china_unity/release
            Build type: Release
            Batch mode: NO
            macOS version: Version 12.3.1 (Build 21E258)
            Darwin version: 21.4.0
            Architecture: x86_64
            Running under Rosetta: NO
            Available memory: 16384 MB
            [LicensingClient] Handshaking with LicensingClient (version: 1.11.0+2b534b4)
            [Licensing::Module] Successfully connected to LicensingClient on channel: "LicenseClient-funny" (connect: 0.00s, validation: 0.01s, handshake: 0.56s)
            Entitlement-based licensing initiated
            [Licensing::Module] Successfully updated the access token bjj-9U7jTzo3-Q6LcyC8yOmU06MSF3kPNNjUPOPJgRM01ef
            [LicensingClient] Licenses updated successfully
            [Licensing::Module] Serial number assigned to: "F4-7JP4-3M26-SC5P-7YPU-XXXX"
            Pro License: NO
            [Package Manager] Server::Start -- Port 49373 was selected
            Launching external process: /Applications/Unity/Hub/Editor/2021.3.11f1c2/Unity.app/Contents/Resources/PackageManager/Server/UnityPackageManager

            IndexOutOfRangeException: Index was outside the bounds of the array.
            at UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportMesh (UnityEditor.Formats.Fbx.Exporter.ModelExporter+MeshInfo meshInfo, Autodesk.Fbx.FbxNode fbxNode) [0x0007a] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:840
            at UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportMesh (UnityEngine.GameObject gameObject, Autodesk.Fbx.FbxNode fbxNode) [0x001c7] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:4444
            at UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportComponents (Autodesk.Fbx.FbxScene fbxScene) [0x000a0] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:3415
            at UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportAll (System.Collections.Generic.IEnumerable1[T] unityExportSet, System.Collections.Generic.Dictionary2[TKey,TValue] exportData) [0x00412] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:3749
            at UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportObjects (System.String filePath, UnityEngine.Object[] objects, UnityEditor.Formats.Fbx.Exporter.IExportOptions exportOptions, System.Collections.Generic.Dictionary2[TKey,TValue] exportData) [0x00040] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:4607
            at UnityEditor.Formats.Fbx.Exporter.ModelExporter.ExportObject (System.String filePath, UnityEngine.Object singleObject) [0x00001] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs:4576
            at Exoa.Designer.FBXExporter.ExportScene (System.String fileName, UnityEngine.GameObject obj) [0x00023] in /Users/funny/JoJoWorld MetaVerse/Assets/Exoa/Common/Scripts/Utils/FBXExporter.cs:16
            at Exoa.Designer.AppController.OnRequestButtonActionHandler (Exoa.Events.GameEditorEvents+Action action, System.Boolean active) [0x00032] in /Users/funny/JoJoWorld MetaVerse/Assets/Exoa/Common/Scripts/Controllers/AppController.cs:107
            at (wrapper delegate-invoke) <Module>.invoke_void_GameEditorEvents/Action_bool(Exoa.Events.GameEditorEvents/Action,bool)
            at Exoa.Designer.UI.ActionButton.<Start>b__5_0 () [0x00000] in /Users/funny/JoJoWorld MetaVerse/Assets/Exoa/Common/Scripts/UI/ActionButton.cs:19
            at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in /Users/bokken/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent.cs:178
            at UnityEngine.Events.UnityEvent.Invoke () [0x00022] in /Users/bokken/buildslave/unity/build/Runtime/Export/UnityEvent/UnityEvent/UnityEvent_0.cs:58
            at UnityEngine.UI.Button.Press () [0x00027] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70
            at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00010] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114
            at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00001] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57
            at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction
            1[T1] functor) [0x0006f] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272
            UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
            UnityEngine.DebugLogHandler:LogException(Exception, Object)
            UnityEngine.Logger:LogException(Exception, Object)
            UnityEngine.Debug:LogException(Exception)
            UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:276)
            UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:190)
            UnityEngine.EventSystems.StandaloneInputModule😛rocessMousePress(MouseButtonEventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:640)
            UnityEngine.EventSystems.StandaloneInputModule😛rocessMouseEvent(Int32) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:546)
            UnityEngine.EventSystems.StandaloneInputModule😛rocessMouseEvent() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:526)
            UnityEngine.EventSystems.StandaloneInputModule😛rocess() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:280)
            UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)

            (Filename: Library/PackageCache/com.unity.formats.fbx@4.1.2/Editor/FbxExporter.cs Line: 840)

            2022-11-02 16:54:31.690 Unity[98180:347792] NSEventModifierFlagFunction specified to -setKeyEquivalentModifierMask: for item <NSMenuItem: 0x600005969500 Font Asset, ke='Command-F12'>, but is only supported for system-provided menu items; will not be used
            Asset Pipeline Refresh: Total: 0.142 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
            2022-11-02 16:56:42.927 Unity[98180:347792] NSEventModifierFlagFunction specified to -setKeyEquivalentModifierMask: for item <NSMenuItem: 0x60000594e920 UI Toolkit Debugger, ke='Command-F5'>, but is only supported for system-provided menu items; will not be used

              funnydata This part is not my code, it would be more on Unity's side. Have you tried to export different game objects? (GlobalContainer, or any children to see if it makes any difference?)

                Write a Reply...