Toolkit-SDK Issues with some brushes
ok sounds great thanks Andy..... have a problem with particle brushes working in unity. All of the brushes under Brush/Visualizer do not work in Unity. They create large bright white artifacts near the skybox.
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OK. I've narrowed it down a bit. It's nothing to do with Unity version or the version of the Toolkit.
It seems like a bug in Open Brush itself. A recent export shows the problem. An older export seems fine.
Thanks Andy
@andybak Do you have one atm we can use if we need to use it for a project?
one what?
Version of OB
All past versions are available here: https://github.com/icosa-gallery/open-brush/releases
GitHub
Releases · icosa-gallery/open-brush
Open Brush is the FREE community led successor to Tilt Brush! - icosa-gallery/open-brush
If you figure out which one works, let me know
Ah I thought you knew which one
No. My next task was to go back and figure out where it broke
If you grab the earliest one and try that first?
Depends if you need any features that are later than that.
(or use the released version of Tilt Brush itself)
I need to find the last one that works so I can suss out why it broke
Got ya but often the pieces have experimentals now
and experimental brushes export might be what broke it
I’ll do a quick test for you today
thanks
I just exported this with the latest regular beta of OB
and it works perfectly.
So - now the mystery is - where are the broken glbs coming from?
i've got one. I didn't even think to do a new export as i assumed it would be broken like you said. And the one I had lying around was broken. But I can't remember where that came from
gonna try with the normal release version
That works as well.
@Zandy Can you try another export? If it's broken send me your .tilt file and your glb?
@andybak Is the glb working in Unity? I always get the paper thing and a file I cant access. ALways using the fbx
@andybak ....will do.
Always glb. Never fbx.
We updated the docs ages ago
"paper thing"?
yes. When I pull it into unity it just looks like a piece of paper in the heirarchy and there is nothing in it
I'll try the glb to see if one works now.
do you still have red errors in the console in Unity, even if you click "clear"?
if you see red errors that don't go away - then nothing will work properly
untitled is a glb
ok glbs are showing as zero KB
FbX has a file, glb does not on the export. Tried a couple
Yup all GLBS on my exports produce 0kb files
I use this release.
@Zandy you were saying?
I don't think the brushes in question (re: stars, smoke etc) have to do with the version of OB. Reason being is I am redoing an older world. Used the model from my original build in 2021 which was a 2018.4.31.f1 V of unity build the smoke brush is dead and I'm using the same model that worked before in the newer unity 2019.4.31f build. It may be the unity version that is breaking it or the updated TBT.
The model is dated 6/20/21 and I didnt use the new TBT until aug 2021
are you still using fbx?
yes always again the glb never generates for me, including experimental beta
assume fbx is broken and unsupported.
i'm not planning to fix any fbx issues personally. we need to figure out why glb isn't working for you
when I export with experimental beta, I get a zero KB file and get an error message stating glb not exported
I'd have to check but the file itself is zero KB so nothing is generated
so - for experimental brushes you need to use a specific version of the SDK/Toolkit as well
yes I am
Have been uysing that version of the TBT since 8/2021
https://github.com/IxxyXR/open-brush-toolkit/tree/experimental-brushes
this one?
ah. but your exports are breaking too?
so you're not even getting that far
lemme think
that was when i fixed experimental brush export
Will have to check the version
which is AFTER we released 1.0.
You're using this build:
Yes
that's not right
you want this build:
Ok so use that one from now on?
it's complicated but "experimental" and "beta" are two different things. Experimental is the stuff that Google never released. Whilst Beta is the stuff we haven't released yet
you want both!
I’ll try a glb export with that and let you know if the glb is generated and will try it in unity 2019
And also see if those brushes are still an issue
Sorry for any confusion
it's our fault. we should have released the beta stuff from April much sooner. But we kept getting distracted by shiny new features
No worrries! Always look forward to the new bling🤩
one more caveat - we're about the making the latest xr branch the new beta. so lots of things might change 😱
So always use the one you suggested from now on?
but if you want an easy life you shouldn't be downloading things labelled "experimental" 😆
Yeah. When we eventually release this beta you can stop using the prerelease. And when we eventually merge the experimental brushes in - you can stop using experimental too!
But I like it! 🤣🤣
now we have export working AND fixes for Toolkit/SDK - we should be able to move some of the experimental brushes into the main release
Would be easier if there was only one beta option
we can't do that until we finally get rid of "experimental" - which means losing some brushes for good.
It’s like asking a kid to only take one cookie when there is a jar full of them
most brushes will survive. there's 4 totally broken ones which will go. And a few useless ones and duplicates
ok just tested. Glb now works as long as the experimental brushes are not in the piece. The smoke worked fine with no artifacts in unity as well. So I will personally have to use fbx export for that until support is added (use them all the time now). So still not sure if the artifact thing will still occur. Will have to test FBX with experimentals again with this beta build to see.
Do you know when the experimental brushes will be in the main build?
ALso any chance that the poly cap per layer can be increased too for the large pieces? 🙏
Glb now works as long as the experimental brushes are not in the piece.Can you send me a sample sketch? This branch is supposed to fix exporting experimental brushes. I'd like to fix that.
Do you know when the experimental brushes will be in the main build?Not for a while. We need to get the XR beta out the door before we do anything else ambitious.
ALso any chance that the poly cap per layer can be increased too for the large pieces? 🙏Do you mean the export issue with large meshes? If so - that should be in the beta soon
Sweet thanks so much Andy!
@andybak I was going to test the export on that abstract I sent you yesterday and it worked with GLB export .... so I went back to the old sketch that had experimentals and resaved it with the beta again and then try to export and it exported the GLB.... So the workaround for anyone else having this issue exporting experimental brushes as glb when they used other betas would be to resave under the beta you recommend, then export again to fix the glb. 😄 🙌
That's great. Thanks!
However!
If you're using beta versions - never save over your originals.
We can't guarantee beta saves won't break something
just did....lol
Got ya...
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Cloud storage that is astonishingly easy and low-cost.
At some point we need a system with naming that identifies the version a piece was made with or sets a different save name than "untitled". This has other ramifications so is a bit of a project and would probably need some form of internal tracking. So quite a bit of work, but would go a long ways towards ensuring that files are identifiable in that way and limiting version conflicts when pieces are moved from one version to another.