Mike P Posted January 7, 2022 Share Posted January 7, 2022 I think I asked this in another thread/post but it must have gotten lost in the shuffle. Trying to clean up some things and errors and whatnot and.... Have all grasses configured to render via Flora. However, upon entering into play mode, editor or build, if the Flora Global Manager is detected, either the Flora Global Manager and/or the Terrain Detail Override Component(on each terrain) disables the terrain details. Which is fine if the flora rendered what you told it to. So not sure if this is a bug, an oversight or something I'm just missing or doing wrong. This pic shows when the player first spawns in and Flora has rendered: This pic shows when i either manually go to a terrain and update the Terrain Detail Override or use PhotoMode to change/load the settings: Key Note: I do have all the grass spawning less. Especially the flowers and depending on the flower(red), way less. For these pics I prob should have reset to max spawns but hopefully u can see the difference as I do. Lastly, on the flora, out of the blue it just decided to remove materials and/or shaders from the spawner settings without actually doing anything to the grass spawner or whatever spawner they may reside in. Here is a snippet of errors that spam the console when this happens, either at time of entering into play mode or if re-spawning the spawner to the world or even locally: Exception while spawning: Object reference not set to an instance of an object Stack Trace: at ProceduralWorlds.Flora.FloraAutomationAPI.AddToTerrain (ProceduralWorlds.Flora.FloraTerrainTile floraTile, System.Collections.Generic.List`1[T] details, System.Boolean skipPrototypeCheck) [0x0002a] in D:\UnityProjects\......\Assets\Procedural Worlds\Flora\Scripts\Editor\FloraAutomationAPI.cs:2503 at Gaia.FloraUtils.AddFloraToTerrain (UnityEngine.Terrain terrain, System.Collections.Generic.List`1[T] floraLODs, System.Int32 terrainSourceDataIndex, ProceduralWorlds.Flora.CoreCommonFloraData+SourceDataType sourceDataType) [0x000e3] in D:\UnityProjects\FromTheLake\Assets\Procedural Worlds\Gaia\Scripts\ResourcesSystem\FloraUtils.cs:274 at Gaia.GaiaMultiTerrainOperation.SetTerrainDetails (UnityEngine.RenderTexture targetDetailTexture, Gaia.SpawnerSettings spawnerSettings, Gaia.Spawner spawner, Gaia.SpawnRule spawnRule, System.Int32 randomSeed, System.Boolean centerTerrainOnly) [0x003e0] in D:\UnityProjects\FromTheLake\Assets\Procedural Worlds\Gaia\Scripts\MultiTerrainSystem\GaiaMultiTerrainOperation.cs:824 at Gaia.Spawner.ExecuteSpawn (Gaia.GaiaMultiTerrainOperation operation, Gaia.BakedMaskCache collisionMaskCache, System.Int32 totalSpawns, System.Int32& totalSpawsCompleted, System.Boolean allowStatic) [0x00304] in D:\UnityProjects\......\Assets\Procedural Worlds\Gaia\Scripts\SpawningSystem\Spawner.cs:2750 UnityEngine.Debug:LogError (object) Gaia.Spawner:ExecuteSpawn (Gaia.GaiaMultiTerrainOperation,Gaia.BakedMaskCache,int,int&,bool) (at Assets/Procedural Worlds/Gaia/Scripts/SpawningSystem/Spawner.cs:2904) Gaia.Spawner/<AreaSpawn>d__217:MoveNext () (at Assets/Procedural Worlds/Gaia/Scripts/SpawningSystem/Spawner.cs:2339) Gaia.Spawner:EditorUpdate () (at Assets/Procedural Worlds/Gaia/Scripts/SpawningSystem/Spawner.cs:1009) UnityEditor.EditorApplication:Internal_CallUpdateFunctions () Any guidance would be most appreciative. Thank you. Link to comment Share on other sites More sharing options...
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