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Scene Optimizer seems to break OnTriggerEnter() interactions


tzkoch

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I've now tried everything but the OnTrigger interactions in the entire scene are broken, even after discarding any changes the optimizer made.

I have tested the functionality of my Tigger Collisions beforehand and they used to work.

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Here is the error with presentation of the issue, which I suspect to break all Trigger-Collisions:

 

Couldn't add object to asset file because the Mesh 'M8_L11_0' is already an asset at 'Assets/_ProjectPioneer/Scenes/Production/City_OptimizedObjects/Ground/SP0/M8_L11_0.asset'!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
ProceduralWorlds.SceneOptimizer.EditorEvents:EditorSaveMeshToDisk (UnityEngine.SceneManagement.Scene,UnityEngine.Mesh) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Utilities/EditorEvents.cs:106)
ProceduralWorlds.SceneOptimizer.SceneOptimizer:PostProcessSceneOptimization (ProceduralWorlds.SceneOptimizer.OptimizeCall,bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Runtime/SceneOptimizer.cs:112)
ProceduralWorlds.SceneOptimizer.SceneOptimizer:ProcessSceneOptimization (ProceduralWorlds.SceneOptimizer.OptimizeCall,bool,bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Runtime/SceneOptimizer.cs:52)
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditor:PerformSceneOptimization (bool,bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Tools/SceneOptimizerEditor.cs:192)
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditor:SceneOptimizationPanel (bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Tools/SceneOptimizerEditor.cs:579)
PWCommon5.EditorUtils:Panel (UnityEngine.GUIContent,string,System.Action`1<bool>,UnityEngine.GUIStyle,bool,bool,bool,UnityEngine.GUILayoutOption[])
PWCommon5.EditorUtils:Panel (UnityEngine.GUIContent,string,System.Action`1<bool>,bool,bool,bool,UnityEngine.GUILayoutOption[])
PWCommon5.EditorUtils:Panel (string,System.Action`1<bool>,bool,UnityEngine.GUILayoutOption[])
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditor:OnInspectorGUI () (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Tools/SceneOptimizerEditor.cs:126)
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditorWindow:OnGUI () (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Windows/SceneOptimizerEditorWindow.cs:148)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

 

Video of the optimization process:

https://public.am.files.1drv.com/y4mnD-VRYXMZI0efd8C4I5R39hJ2vb8HB0FxDyZmPxQxKD_vGe0UsjMBlJSNc09O5CNnuRoLxgzLlB94t0PAo0UoKxQK56AVKZLpeUf1p9Dnom6u5ywF5IgBiAzlK7PfW0lm_CuQAF3bk1niaYZNIMz4U3jOGa7ch79DNqWOejNZhbdOunhe_7uOUrTaUm_s525v_aCOErWeIWPWgSIUA4mhKH7KK0x8FKRnabRTvTrQhI

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5 hours ago, tzkoch said:

Here is the error with presentation of the issue, which I suspect to break all Trigger-Collisions:

 

Couldn't add object to asset file because the Mesh 'M8_L11_0' is already an asset at 'Assets/_ProjectPioneer/Scenes/Production/City_OptimizedObjects/Ground/SP0/M8_L11_0.asset'!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
ProceduralWorlds.SceneOptimizer.EditorEvents:EditorSaveMeshToDisk (UnityEngine.SceneManagement.Scene,UnityEngine.Mesh) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Utilities/EditorEvents.cs:106)
ProceduralWorlds.SceneOptimizer.SceneOptimizer:PostProcessSceneOptimization (ProceduralWorlds.SceneOptimizer.OptimizeCall,bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Runtime/SceneOptimizer.cs:112)
ProceduralWorlds.SceneOptimizer.SceneOptimizer:ProcessSceneOptimization (ProceduralWorlds.SceneOptimizer.OptimizeCall,bool,bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Runtime/SceneOptimizer.cs:52)
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditor:PerformSceneOptimization (bool,bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Tools/SceneOptimizerEditor.cs:192)
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditor:SceneOptimizationPanel (bool) (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Tools/SceneOptimizerEditor.cs:579)
PWCommon5.EditorUtils:Panel (UnityEngine.GUIContent,string,System.Action`1<bool>,UnityEngine.GUIStyle,bool,bool,bool,UnityEngine.GUILayoutOption[])
PWCommon5.EditorUtils:Panel (UnityEngine.GUIContent,string,System.Action`1<bool>,bool,bool,bool,UnityEngine.GUILayoutOption[])
PWCommon5.EditorUtils:Panel (string,System.Action`1<bool>,bool,UnityEngine.GUILayoutOption[])
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditor:OnInspectorGUI () (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Tools/SceneOptimizerEditor.cs:126)
ProceduralWorlds.SceneOptimizer.SceneOptimizerEditorWindow:OnGUI () (at Assets/Procedural Worlds/Scene Optimizer/Scripts/Editor/Windows/SceneOptimizerEditorWindow.cs:148)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

 

Video of the optimization process:

https://public.am.files.1drv.com/y4mnD-VRYXMZI0efd8C4I5R39hJ2vb8HB0FxDyZmPxQxKD_vGe0UsjMBlJSNc09O5CNnuRoLxgzLlB94t0PAo0UoKxQK56AVKZLpeUf1p9Dnom6u5ywF5IgBiAzlK7PfW0lm_CuQAF3bk1niaYZNIMz4U3jOGa7ch79DNqWOejNZhbdOunhe_7uOUrTaUm_s525v_aCOErWeIWPWgSIUA4mhKH7KK0x8FKRnabRTvTrQhI

Hey @tzkoch,

The link you provided doesn't work. Could you please send it again? 
 

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19 minutes ago, Manny said:

Hey there!

Could you try removing the root folder that contains all of those meshes and try again?
I've noticed that certain versions of Unity are causing issues with saving on top of other assets.

Bad idea, I need the parents for en-/disabling the main set pieces.

Also whether or not I am replacing collider. Objects that had collider lose them and when I reload the scene those objects are completely invisible.

Here is the complete presentation as a short video:
Unity_DxhFIvBL3B.webm

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12 hours ago, tzkoch said:

Bad idea, I need the parents for en-/disabling the main set pieces.

Also whether or not I am replacing collider. Objects that had collider lose them and when I reload the scene those objects are completely invisible.

Here is the complete presentation as a short video:
Unity_DxhFIvBL3B.webm

Sorry for the confusion, 

But I meant have you tried deleting the 'City_OptimizedObjects' folder and re-optimizing. 

Also, just a side note. I just released a new version of Scene Optimizer that may benefit you greatly in the collider area. 
Try importing it and ensure that 'Merge Colliders' in each of your Optimize Rules are set to false!

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  • 2 weeks later...
On 10/13/2022 at 12:45 AM, Manny said:

Sorry for the confusion, 

But I meant have you tried deleting the 'City_OptimizedObjects' folder and re-optimizing. 

Also, just a side note. I just released a new version of Scene Optimizer that may benefit you greatly in the collider area. 
Try importing it and ensure that 'Merge Colliders' in each of your Optimize Rules are set to false!

Same issue, I believe now ALL colliders are gone:
https://1drv.ms/u/s!Ah64sVPfEPTjk7p_8TpnSuSV9wa5oQ?e=hv9H9x

The objects lose their mesh reference and have no colliders..
unknown.png

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Right now I would say the scene optimizer is pretty broken.

Requesting direct inspection via remote session.

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