Jump to content

Need assistance with weird Sectr error.


DMVguy80

Recommended Posts

Good afternoon and thanks for reading my post. I am trying to run Sectr to stream my Gaia terrain. I am running Unity 2022.1.16f1 and the latest version of Gaia. This is a fresh project and Gaia and Sectr are literally the only two things I have installed. All I have done is literally created a small Gaia terrain (with no textures, game objects nothing, just black and white checkerboard), sectorized the terrain and then tried to export all sectors. When I clicked the export all sectors button, I got the error below. I would really appreciate an advice on how to resolve this.

 

Thank you,

 

ArgumentException: RenderSettings.customReflection is currently not referencing a cubemap.
UnityEngine.RenderSettings.get_customReflection () (at <790a43858b4b404fbe02a2b7b4a0d9d6>:0)
SECTR_StreamExport.ExportToChunk (SECTR_Sector sector) (at Assets/Procedural Worlds/SECTR/Scripts/Editor/Stream/SECTR_StreamExport.cs:602)
SECTR_StreamExport.ExportSceneChunks () (at Assets/Procedural Worlds/SECTR/Scripts/Editor/Stream/SECTR_StreamExport.cs:986)
SECTR_StreamExport.ExportSceneChunksUI () (at Assets/Procedural Worlds/SECTR/Scripts/Editor/Stream/SECTR_StreamExport.cs:869)
SECTR_StreamWindow.OnGUI () (at Assets/Procedural Worlds/SECTR/Scripts/Editor/Stream/SECTR_StreamWindow.cs:335)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at <8a1c902e1cc24cec8e4dda915647a0cd>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at <8a1c902e1cc24cec8e4dda915647a0cd>:0)
UnityEditor.DockArea.OldOnGUI () (at <8a1c902e1cc24cec8e4dda915647a0cd>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.IMGUIContainer.ExecuteDefaultActionAtTarget (UnityEngine.UIElements.EventBase evt) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <20cc7906dc2040b7aff3babd235f4c07>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <8e97839110b84d8488891b7b115781f7>:0)

Link to comment
Share on other sites

Please note that we do not support beta versions of Unity. 
We only support full releases. 

I also recommend using the LTS versions of Unity. 
2021.3.x would be fine. 

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Tell a friend

    Love Canopy - Procedural Worlds? Tell a friend!
  • Need help?

    We work with some of the biggest brands in global gaming, automotive, technology, and government to create environments, games, simulations, and product launches for desktop, mobile, and VR.

    Our unique expertise and technology enable us to deliver solutions that look and run better at a fraction of the time and cost of a typical project.

    Check out some of our non-NDA work in the Gallery, and then Contact Us to accelerate your next project!

×
×
  • Create New...