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[Unity] Migration to Unity 5
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Since Unity 5 just got released, I'm opening this topic so people can check if they're experiencing similar problems when upgrading their Unity 4.x projects to 5.0 and we can fix them or they can fix them or whatever.
SubmeshRenderer
seems to be having problems. Topic was raised here: viewtopic.php?f=7&t=4153
EDIT:
My bad. The .unitypackage seems to be updated and SkeletonBaker isn't causing errors at least.
Not sure if the .unitypackage has been updated yet, but head on Github seems to be working fine. You probably need some of the changes in this PR, as it has conditionals for Unity 5: https://github.com/EsotericSoftware/spi ... s/pull/362
My bad. You're right. SkeletonBaker in the newest .unitypackage is fine.
Pharan yazdıMy bad. You're right. SkeletonBaker in the newest .unitypackage is fine.
You're bad.
No you.
I upgraded a couple of nights ago and so far the only thing I noticed was that all of my layer ID numbers changed. They used to simply go in order (1,2,3, etc.) but now they are almost like 9-10 digit serial numbers. I had to re-order all of my sub meshes because the layering was messed up on all of them.
Oh, that's bad. But you're right. They seem to be large numbers now. Might be hashes of the names or something, or just plain GUIDs.
I think they were never meant to signify what order they're rendered. They're layer IDs.
This was the behavior in 4.x too. The layer draw order could be IDs: 2, 1, 3, 4.
I actually haven't seen how submesh renderers are handling sorting layers. You're supposed to just type the number?
Pharan yazdıOh, that's bad. But you're right. They seem to be large numbers now. Might be hashes of the names or something, or just plain GUIDs.
I think they were never meant to signify what order they're rendered. They're layer IDs.
This was the behavior in 4.x too. The layer draw order could be IDs: 2, 1, 3, 4.I actually haven't seen how submesh renderers are handling sorting layers. You're supposed to just type the number?
As I posted here:
http://de.esotericsoftware.com/forum/viewtopic.php?p=20113#p20113
I got the Submesh Renderer working again by changing the script so that it doesn't apply the ID but the sorting layer name (a string).
Only problem I have now is that the meshes go missing after I leave play-mode in the editor. I don't know what causes this, does anyone else have this problem?