Jump to content

SECTR import/export and GUI problems


Fulip
Go to solution Solved by Fulip,

Recommended Posts

Hi, I have problems with SECTR:

1. When I use Export All Sectors function in SECTR Stream window, I get those exceptions, and Unity get stuck at Importing Assets loading bar.
I can only export sectors one by one using Export button. Import All button work's fine. 

GUI Error: Invalid GUILayout state in SECTR_StreamWindow view. Verify that all layout Begin/End calls match
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <605bf8b31fcb444b85176da963870aa7>:0)
SECTR_StreamExport.ExportSceneChunks () (at Assets/Procedural Worlds/SECTR/Scripts/Editor/Stream/SECTR_StreamExport.cs:990)
SECTR_StreamExport.ExportSceneChunksUI () (at Assets/Procedural Worlds/SECTR/Scripts/Editor/Stream/SECTR_StreamExport.cs:877)
SECTR_StreamWindow.OnGUI () (at Assets/Procedural Worlds/SECTR/Scripts/Editor/Stream/SECTR_StreamWindow.cs:335)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at <0cbf2453ffe348b8bff59f7f22a27d4b>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at <0cbf2453ffe348b8bff59f7f22a27d4b>:0)
UnityEditor.DockArea.OldOnGUI () (at <0cbf2453ffe348b8bff59f7f22a27d4b>: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 <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.IMGUIContainer.ProcessEvent (UnityEngine.UIElements.EventBase evt) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <c7b1c0e400a6432684f61df6ffb461d6>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <5764d612bf444d968e5065c4824f6c65>:0)


2. I can't find option to import single sector, there is no Import (single) button in SECTR Stream window. 

I'm using Unity 2022.3.3f1 with URP.

Link to comment
Share on other sites

I think that the source of this issue is sector nesting. I was following documentation, and read in the part about:
Streaming in Layers / Nested Sectors

While it might be enough most of the time to stream Sectors that are nicely aligned with each other, it can also be useful to have Sectors inside of other Sectors.


And this is what I think causes my problem. (tested on blanc project) When I put a sector in to another sector, those errors occurs. How should correct nesting look like?

Link to comment
Share on other sites

You wouldnt be able to overlap a sector, which is probably causing the issue as you stated. 
A nested sector would be an environmental change sector of the same tile. 
An example would be Firewatch. 
The original sector looks all clean, however, eventually that same tile can be used as a dirty or destroyed tile just as a different sector. 
 

 

Link to comment
Share on other sites

Thanks, for the answer. After sorting that out, I still have problem with SECTR Stream window, and lack of Import and Revert buttons on the right of the sectors names.

Link to comment
Share on other sites

  • Solution

Okay, I found a solution. It turns out that the asset was having some kind of problem with the scene folder i think. It was creating many empty chunks folders (like chunks, chunks01...chunks53?), and scene named folders (and it was connected to the missing Import, Revert buttons). When I copied the scene to a new folder, it started working fine. I don't know the exact reason for this, there was no special characters in folder names etc. 

  • Like 1
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...