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Bug Report Suimono and Sinespace

Discussion in 'Bug Reports' started by AshaSekayi, Sep 17, 2017.

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  1. AshaSekayi

    By:AshaSekayiSep 17, 2017
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    I've been playing around with testing the Suimono asset with space. I was finally able to get the asset showing in the viewer. However, the avatar is invisible. I can still walk around and see however. In the Suimono component's "camera mode" section, I picked manual then dropped in the "main camera" asset found in PlayerChar. In a different test, I used "auto detect" for the camera mode. The results were the same.

    Am I supposed to do something special to get the camera to work properly in the space viewer? Or, is it a bug?
     
  2. pseudolukian

    By:pseudolukianSep 17, 2017
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    Have you disabled or deleted the camera before uploading in unity?
     
  3. AshaSekayi

    By:AshaSekayiSep 17, 2017
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    Yes, I already did that.
     
  4. pseudolukian

    By:pseudolukianSep 17, 2017
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    I just ask because everytime i had a camera, not important what type, i have no avatar and only this what you describe here.
     
  5. AshaSekayi

    By:AshaSekayiSep 17, 2017
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    No worries. That's the first thing I checked.
     
  6. Adam

    By:AdamSep 18, 2017
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    Hey Asha, I'll post a guide on Suimono use in the next 24-48 hours. A couple of tricks are required to get it to behave properly.
     
  7. AshaSekayi

    By:AshaSekayiSep 18, 2017
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    Thanks, Adam. I appreciate that. :)
     
  8. AshaSekayi

    By:AshaSekayiSep 29, 2017
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    Just checking on that Suimono guide :D
     
  9. Adam

    By:AdamSep 29, 2017
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    Hey sorry! OK, so the general gist is fairly simple. I haven't had time to test this, so you will need to experiment, but from memory the process is:
    1. Add Suimono to your scenes as usual
    2. On the Suimono object, make sure 'Auto Layers' is enabled (there's a tickbox near the top)
    3. Create a new empty game object, and add a new empty child to it.
    4. Disable the child object.
    5. Make the Suimono Module and Suimono Surface gameobjects children of that new blank child (so it is disabled)
    6. Add a Proximity Activator component to the new blank parent, and set the radius to 99999
    7. Add an event on the activator, that calls GameObject->SetActive on the blank child.
    Basically that forces Suimono to not activate until the player is in the scene; this means the cameras/etc are all properly setup - it jumps the gun and tries to initialise when there is no camera in the scene, and it all breaks. Those steps let you tell it to wait; which gets it working correctly.
     
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  10. AshaSekayi

    By:AshaSekayiSep 29, 2017
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    Thanks, Adam. I'll give this a try. :)
     
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  11. AshaSekayi

    By:AshaSekayiSep 30, 2017
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    So, I tried these steps. The only thing I changed was the radius. I wanted to see myself in the world first and then walk up to the proximity activator.
    Once I land in the world, the camera works fine. However, if I walk into the activator, the camera view gets screwed up and my avatar vanishes. The water still works fine.

    suimonoProblem1.PNG suimonoProblemHierarchy.PNG
     
  12. AshaSekayi

    By:AshaSekayiSep 30, 2017
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    Nevermind. I have it working now. I had to reinstall my editor pack. Something went wonky with the camera in it, I guess. :D
     
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  13. Adam

    By:AdamSep 30, 2017
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    Great :)
     
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