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I'm not really the intended use case for this tool, but I've been using this for prototyping and level design blockouts, but I keep breaking the link between maya and unity on some meshes and wanted to post my issues from using the tool.
Bugs:
Often when i'm working i merge, and separate meshes, and after doing this a few times, the naming of meshes gets pretty messy, causing the game objects on unity's side to slowly get disconnected, causing large differences of what is being show, and what live updates (Eg. Have mesh1 and mesh2, merge them to get mesh3, delete history, in unity i'm left with all 3 meshes, it doesn't delete mesh1 and mesh2 Notes:
While using this to prototype i've been adding mesh colliders to the game objects which works great
Would be good to be able to exclude hidden meshes from the livesync process
The text was updated successfully, but these errors were encountered:
Often when i'm working i merge, and separate meshes, and after doing this a few times, the naming of meshes gets pretty messy, causing the game objects on unity's side to slowly get disconnected, causing large differences of what is being show, and what live updates (Eg. Have mesh1 and mesh2, merge them to get mesh3, delete history, in unity i'm left with all 3 meshes, it doesn't delete mesh1 and mesh2
@MisterWolfen Can you please write the steps that we can follow to reproduce the above bug ?
I'm not really the intended use case for this tool, but I've been using this for prototyping and level design blockouts, but I keep breaking the link between maya and unity on some meshes and wanted to post my issues from using the tool.
Bugs:
Notes:
The text was updated successfully, but these errors were encountered: