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UV Cordained Prefabs


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Posted

The prefabs ones do not keep UV strings correctly, if I keep a precast and when I turn it on the stage some textures and materials are deducted from their UV

image.thumb.png.d4c872e1275f3dc0641cf2d1fbc69dcf.png

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Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games

  • Yue changed the title to UV Cordained Prefabs
Posted


 When rotating the prefab, even if the texture lock option is activated, the texture runs over the prefab.



image.thumb.png.3e1676b3b697063747015a6ef645b589.png

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Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games

  • 1 month later...
Posted

It looks like these are the rules:

  • In the 3D viewport, object movement does not change the texture mapping of prefabs.
  • In the 2D viewport, object movement changes the texture mapping.

I am not sure about all the tools. I need to investigate this further.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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Posted

It's more than just the UV coords. Any changes to brushes loaded from prefabs will get discarded when the scene is reloaded.

I'm not sure if brushes should even be treated as prefabs at all. This seems like two contradictary goals.

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My job is to make tools you love, with the features you want, and performance you can't live without.

  • Solution
Posted

In new build going up in a few minutes:

  • UV coords of prefab brushes never change.
  • Face tool does not work on prefab brushes.
  • Vertex tool does not work on prefab brushes.
  • Carve and hollow do not work on prefab brushes.

I am only updating the editor right now. You won't see the change in-game until I make a full update.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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