Unity command line rendering error

Wouldn't be related to this by any chance would it? I'm having trouble using command line rendering for 4k User-visible error: Warning reading Open Brush.cfg Detail: Could not find member 'ExportStrokeMetadata' on object of type 'ExportConfig'. Path 'Export.ExportStrokeMetadata', line 31, position 27. UnityEngine.Debug:LogErrorFormat (string,object[]) TiltBrush.OutputWindowScript:Error (TiltBrush.InputManager/ControllerName,string,object) (at Assets/Scripts/OutputWindowScript.cs:126) TiltBrush.OutputWindowScript:Start () (at Assets/Scripts/OutputWindowScript.cs:246)
/// Display an error message to the user, related to an action taken
/// by the specified controller.
public static void Error(InputManager.ControllerName controller,
string msg,
System.Object detail = null)
{
// If our singleton instances haven't been assigned, defer the error.
if (m_Instance == null || ControllerConsoleScript.m_Instance == null)
{
DeferError(controller, msg, detail);
}
else
{
Debug.LogErrorFormat("User-visible error: {0}\nDetail: {1}", msg, detail);

// In the future, maybe use color or something instead of prepending ERROR
string card = string.Format("ERROR: {0}", msg);
float cardPop = 1.0f + InfoCardAnimation.s_NumCards * 0.2f;
m_Instance.CreateInfoCardAtController(controller, card, cardPop, false);

ControllerConsoleScript.m_Instance.AddNewLine(msg, true);
if (detail != null)
{
string detailStr = detail.ToString();
if (detailStr.Length > CONTROLLER_DETAIL_MAX_LENGTH)
{
detailStr = detailStr.Substring(0, CONTROLLER_DETAIL_MAX_LENGTH - 3) + " ...";
}
ControllerConsoleScript.m_Instance.AddNewLine(detailStr, false);
}
}
}
/// Display an error message to the user, related to an action taken
/// by the specified controller.
public static void Error(InputManager.ControllerName controller,
string msg,
System.Object detail = null)
{
// If our singleton instances haven't been assigned, defer the error.
if (m_Instance == null || ControllerConsoleScript.m_Instance == null)
{
DeferError(controller, msg, detail);
}
else
{
Debug.LogErrorFormat("User-visible error: {0}\nDetail: {1}", msg, detail);

// In the future, maybe use color or something instead of prepending ERROR
string card = string.Format("ERROR: {0}", msg);
float cardPop = 1.0f + InfoCardAnimation.s_NumCards * 0.2f;
m_Instance.CreateInfoCardAtController(controller, card, cardPop, false);

ControllerConsoleScript.m_Instance.AddNewLine(msg, true);
if (detail != null)
{
string detailStr = detail.ToString();
if (detailStr.Length > CONTROLLER_DETAIL_MAX_LENGTH)
{
detailStr = detailStr.Substring(0, CONTROLLER_DETAIL_MAX_LENGTH - 3) + " ...";
}
ControllerConsoleScript.m_Instance.AddNewLine(detailStr, false);
}
}
}
1 Reply
AncientWorlds
AncientWorldsOP9mo ago
Offline Rendering 4k through unity Seems intermittent. I noticed while recording that frequently when done I'd have a new path started.
This seems likely related to the video screen default control being "add path point".
I recorded a number of videos last night and a lot of them didn't show up in my videos folder at all, so I'm assuming that the recording failed. Had to come back in complete a second point on the path and delete it. Seems likely that the camera attempted to record the "new" path it decided needed to be there. Solution might be to simply have the first button on the panel or list for the panel be something that doesn't create a new path (camera button) Has also occurred to me that the layer wasnt' set to main when recording (possible, but can't really check that). If this is the case, when recording starts should automatically move to the main layer before launching. (edit: relevant general suggestions have been added to the recent video recorder suggestions post to keep them in an easily located place. Some are potentially relevant to this discussion and go into more detail, so will leave them here for now
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