Anthony Thanks a lot, I have done it.
Ffunnydata
- Nov 22, 2022
- Joined Oct 27, 2022
Hi Anthony,
How can I move the camera to the middle of the room (inside the room) automatically when I open an interior room?
Anthony Thanks I have solved the problem. And another question is how can I move the camera to the room center when open a room or floor map.
Hi Anthony,
Now I want to save the image and upload the image and json file to cloud database, so I need to find the generate image file of Interior design and floor map code, so how can I find the generate image file code?
Yes, I have import all the prefab in the unity project instead to create it at runtime, thanks.
Oh yes, I have fixed it, thans for your help and sorry for repeated submit
Hi Anthony,
Every time I click on the floor or wall, the camera will always automatically move to a certain place, how should I disable this method of camera movement, so that when I click on the camera and the floor, the view angle will not automatically move.
Thanks
How can we create prefab after build package without the Editor function "AssetDatabase", "PrefebUtility" and so on? Because if we use the AssetDatabase from Unity.Editor, we cannot build package normally.
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.Dictionary
2[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)
1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)
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
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/UnityPackageManagerIndexOutOfRangeException: 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.Dictionary
2[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
1[T1] functor) [0x0006f] in /Users/funny/JoJoWorld MetaVerse/Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272
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
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.StandaloneInputModulerocessMousePress(MouseButtonEventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:640)
UnityEngine.EventSystems.StandaloneInputModulerocessMouseEvent(Int32) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:546)
UnityEngine.EventSystems.StandaloneInputModulerocessMouseEvent() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:526)
UnityEngine.EventSystems.StandaloneInputModulerocess() (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- Edited
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.
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:
- Can you only preview the space in the third person, instead of moving the furniture inside?
- 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
- 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!
@Anthony Looking forward to your reply!
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!