Open Brush, Open Blocks, Icosa Gallery

OBO

Open Brush, Open Blocks, Icosa Gallery

Chat, contribute to or get help with Open Brush / Tilt Brush - the VR painting app for (nearly) all platforms.

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I found 1 Bug,1 line display is not

I found 1 Bug,1 line display is not normal. Please fix it. Version:Quest 2.9.15

andybak - A recent change is messing with line ...

A recent change is messing with line feeds in relation to git. @sbanca and @mikesky

Jade__ - GI Build, There is an error, please, h...

GI Build, There is an error, please, how to solve?
No description

Documentation suggestions

@andybak I would like to use my knowledge of things like ModelWidget, LightWidget, BreakModelApartCommand, etc to write some docs in Developer Notes and add more comments to the codebase. (1) what do you think about this XML Documentation Comment? This SetLightType method is in LightWidget. I think some methods like this one could have these comments added, as when you hover over them you see the description. But something like LightWidget.Clone may not need comments (except maybe some remarks) as Clone is pretty standard and you can read the code to see what it does. I think this SetLightType method is a good example because I personally genuinely thought it was used to modify the lightwidget's Light type. ```cs /// <summary>...

I made some good progress on ModelBreakApartCommand today

I investigated how the app transforms the models that are grabbed, and I realized that empty nodes in a model that is imported into OB don't have the same meaning as they do in e.g Blender. In a DCC like Blender, you can set empty nodes to act as pivot points, but in OB, the pivot point is whereever you grab the object.

geom tries == mesh tries

Any thoughts on what would cause this, or how to fix it/remove if occurs? Failed self check: geom tris == mesh tris UnityEngine.Debug:LogError (object) TiltBrush.Batch:SelfCheck () (at Assets/Scripts/Batching/Batch.cs:490)...

Broken in Unity 2022.3

@mikesky Running Open Brush in the editor is broken-ish for me.

Localized Descriptions Prefabs

Localized Descriptions Duplicated Cel Vinyl Changed Guide, name Change prefab name ...
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Duplicate Layer Numbers

Didn't catch this when it happened, but the sketch is starting to behave strangely now.
Possibly closed before completely saving? Possibly added a layer after an empty layer?
Whatever it is, probably shouldn't look like this If there's something wrong with layer tracking/numbering, then it would explain a lot...
No description

WaveformParticles

WaveformParticles I think I have it working as intended, and am looking at adding flexibility to it. However, it's entirely possible that I'm misunderstanding how it's supposed to be viewed...

New GLTF exporter and new Unity Tools

I'm trying to get the unity toolkit thing working. Not successful with it yet, possibly looking at the wrong file? Following the instructions here, which may be old. https://github.com/icosa-foundation/open-brush-toolkit/releases Noting this comment on the page "Update project to Unity 2019.4.25f1"...

Music Player Feature

anyone made a music player feature?

Release note question: I see we added a

Release note question: I see we added a "UX" label. Do we want to put that in a separate section, or together with Features? (right now, we have the following groups, with the associated labels: ``` {...

Kiosk Mode

hello again! exciting to see how much effort you're putting in development. regarding the "kiosk mode" or "sketch viewer" - does a script like this already exist? (beginner here..) we're looking into options to display sketches at an exhibition, where viewers can use only the oculus quest 2 without the handles, the menu is hidden, zoom disabled, so the viewers can only walk through the sketch at a fixed roomscale. thanks in advance!

Config File Unity

Config file I have some sort of error in here, can't find the info on the new config files. Using 2.71 Has the format changed, or do I have a typo here? ...

UnityGltf Importer

Hooked up UnityGltf as an option for import (keeping GLTFast around for now...) Tried a bunch of models from the GLTF Sample Models Repo: https://github.com/KhronosGroup/glTF-Sample-Assets )

Syncing videos

Any thoughts about how to calibrate an in-game video recording speed with the frame rate being used in offline recording? Seems wildly variable, and is unclear to me at the moment how it decides to mark the play start of the embedded video Whether it's the frame active when saved, the frame of the video when the scene actually loads, etc...
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