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GeNa Pro not working in my project (sponers not showing)


Go to solution Solved by Peter,

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Posted

Hi,

I purchased GeNa Pro and Gaia Pro.

Gaia Pro is working fine but I have problems with GeNa Pro. When I create a new Spawner and hover over my terrain only certain locations show a green cyrcle but when I press Shift or Control nothing happens. See video

Please help

Posted

Guys,

I uploaded a video on YouTube to show you my problem. Here is the link:

Gaia Pro spawners work on my terrain, but GeNa Pro spawners don't. I only see spawning options on objects I created in the project. Do you have any idea why this is happening? 

Posted

We will have to look into this. 
It should work on objects as its able to do so as well as the terrain. 
The spawning logic in gena pro is completely different than Gaia pro as they are two different logics. 
Just curious although I am not sure if it would make a difference but is draw instance enabled on the terrain? 
Is there anything special about the terrains? As not seeing the gizmo is very interesting, normally you would at least see that even if the spawner wouldnt work. 
 

Posted

I am using a Terraland script on the Terrian. 

Here is the script; I am unsure if this is affecting GeNa. I am also sending screenshots of all the properties of the terrain.

#if TERRALAND
#if UNITY_EDITOR

using UnityEditor;
using UnityEngine;

namespace TerraUnity.TerraLand
{
    public class TTileInfo : MonoBehaviour
    {
        public double TopLeftLatitude;
        public double TopLeftLongitude;
        public double BottomRightLatitude;
        public double BottomRightLongitude;
        public double SizeLatitude;
        public double SizeLongitude;

        public void Initialize(TVector2D topLeft, TVector2D bottomRight, TVector2D size)
        {
            TopLeftLatitude = topLeft.x;
            TopLeftLongitude = topLeft.y;

            BottomRightLatitude = bottomRight.x;
            BottomRightLongitude = bottomRight.y;

            SizeLatitude = size.x / 1000;
            SizeLongitude = size.y / 1000;
        }
    }

    [CustomEditor(typeof(TTileInfo))]
    public class TTileInfoEditor : Editor
    {
        public override void OnInspectorGUI()
        {
            var info = target as TTileInfo;
            EditorGUILayout.LabelField("TOP-Left", EditorStyles.boldLabel);
            EditorGUILayout.TextField($"   Latitude: ", info.TopLeftLatitude.ToString());
            EditorGUILayout.TextField($"   Longitude: ", info.TopLeftLongitude.ToString());
            EditorGUILayout.Space(3);

            EditorGUILayout.LabelField("Bottom-Right", EditorStyles.boldLabel);
            EditorGUILayout.TextField($"   Latitude: ", info.BottomRightLatitude.ToString());
            EditorGUILayout.TextField($"   Longitude: ", info.BottomRightLongitude.ToString());
            EditorGUILayout.Space(3);

            EditorGUILayout.LabelField("Size", EditorStyles.boldLabel);
            EditorGUILayout.TextField($"   Latitude: ", info.SizeLatitude.ToString());
            EditorGUILayout.TextField($"   Longitude: ", info.SizeLongitude.ToString());
        }
    }
}
#endif
#endif

1.png

2.png

3.png

  • Solution
Posted

Hi @Timothy Rabinek, please excuse the delayed resonse -we reviewed the videos that you supplied again, could you please check if the terrain is maybe set to a layer that is NOT selected in Storm as "Ground Layer" for spawning? (see screenshot) If that would be the case, and the buildings / meshes are also on a different layer, that would explain the odd behavior.

image.png

Posted

It worked! Thanks a lot! 

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