Hi Amplify
I'm super keen to test out AT2 (particularly on mobile), however I'm having trouble setting up the scene as per the readme file.
Everything is fine until step 5. When I change an existing material to an Amplify texture (or use the pre-built Create - Virtual Material option), there is no 'loading' process like there was with AT1 and the material simply looks black in the editor.
Then when I hit 'play', it gives one error and one warning.
Error:
[AmplifyTexture] Missing page file. Should be at: E:/Unity/AmplifyTexture2Mobile/Library/AmplifyCache/
UnityEngine.Debug:LogError(Object)
AmplifyTexture.ErrorHandler:ErrorShutdown(Exception, Boolean)
AmplifyTextureManager:InternalStart()
AmplifyTextureManager:OnEnable()
Warning:
[AmplifyTexture] The AmplifyTextureManager was disabled, re-enabling it will please re-enable it once any issues are resolved.
UnityEngine.Debug:LogWarning(Object)
AmplifyTexture.ErrorHandler:ErrorShutdown(Exception, Boolean)
AmplifyTextureManager:InternalStart()
AmplifyTextureManager:OnEnable()
Can you advise what might be causing this error? It's like it can't find the page file so it can't create the virtual texture or something?
I should note that the folder it's looking for does exist and has things in it - i've attached an image showing the contents.
Thanks
Michael
Can't seem to initially set up AT2
Can't seem to initially set up AT2
- Attachments
-
- AT2_folder.JPG (40.58 KiB) Viewed 79 times
Re: Can't seem to initially set up AT2
Hello Mickael,
Did you add a directory with your materials in your AT2 texture ?
Here is my setup :
I create an empty scene. Add AT2 manager, attach my mainCamera to it, create an empty AT2 texture and attach it too.
Then i put my mesh in the scene and modify all my materials to Amplify/Diffuse After that, i add my materials directory in AT2 Texture and press update or rebuild If everything is ok you should have your materials and textures converted
David
Did you add a directory with your materials in your AT2 texture ?
Here is my setup :
I create an empty scene. Add AT2 manager, attach my mainCamera to it, create an empty AT2 texture and attach it too.
Then i put my mesh in the scene and modify all my materials to Amplify/Diffuse After that, i add my materials directory in AT2 Texture and press update or rebuild If everything is ok you should have your materials and textures converted
David
- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Can't seem to initially set up AT2
Hmm, looks like the page filename is actually missing there. Can you select the VT and press Rebuild to see if it helps?mickyg wrote:[AmplifyTexture] Missing page file. Should be at: E:/Unity/AmplifyTexture2Mobile/Library/AmplifyCache/
Did you import AT2 into a brand new project and created a new Virtual Texture?
Research & Development at Amplify Creations
Re: Can't seem to initially set up AT2
Hi All
Thanks for the replies - I did get it to work this morning, by dumping everything into a specific folder and adding that directory as the search folder as David indicated.
I'm not too sure what should actually be in that folder or how it's meant to work - I'll go back to the first build notes and have a read. I currently have the amplify material, virtual texture, and texture map in there but I don't know if that's all necessary.
One more thing - I was using two different texture maps to test, and one of them works fine but the other displays only in black and white. Is this a known thing, or some sort of user error on my part?
Thanks again!
Thanks for the replies - I did get it to work this morning, by dumping everything into a specific folder and adding that directory as the search folder as David indicated.
I'm not too sure what should actually be in that folder or how it's meant to work - I'll go back to the first build notes and have a read. I currently have the amplify material, virtual texture, and texture map in there but I don't know if that's all necessary.
One more thing - I was using two different texture maps to test, and one of them works fine but the other displays only in black and white. Is this a known thing, or some sort of user error on my part?
Thanks again!
- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Can't seem to initially set up AT2
Those are supposed to be the material search folders for that specific Virtual Texture. The textures added to each VT are referenced from the materials. That's why you don't list texture folders directly, and instead you define a list of material folders. Textures can be anywhere (even outside the project soon), but material folders have to explicitly defined.mickyg wrote:I'm not too sure what should actually be in that folder or how it's meant to work - I'll go back to the first build notes and have a read. I currently have the amplify material, virtual texture, and texture map in there but I don't know if that's all necessary.
I hope this makes sense. I'll do my best to properly describe the workflow on the next update.
Are you using two different Virtual Textures or two different textures on the same Virtual Texture?mickyg wrote:One more thing - I was using two different texture maps to test, and one of them works fine but the other displays only in black and white. Is this a known thing, or some sort of user error on my part?
Research & Development at Amplify Creations
Re: Can't seem to initially set up AT2
Hi Diogo,
It's the same virtual texture, I'm just swapping out the Texture image and rebuilding.
I'm not sure if the purpose of this forum is bug-reporting - please let me know if there's a more appropriate place for these kinds of discussions.
Can I also confirm whether it's currently working on mobile? I've run into a few issues with mobile testing:
1) If I have a working virtual texture set up for a desktop build and then switch the platform to android, it alters the colour of the texture map, even after rebuilding. It seems to apply some sort of global hue shift to each colour channel?
Before:
After:
2) As soon as I switch to Android, I get the same warning repeated over and over:
Tiled GPU perf. warning: RenderTexture (512x512) was not cleared/discarded, doing <run with profiler for info>
UnityEngine.Graphics:Blit(Texture, RenderTexture, Material)
AmplifyTexture.PhysicalTable:FillRect(Material, Rect, Vector4, AssetTable, Int32)
AmplifyTexture.PhysicalTable:AddPage(Page)
AmplifyTexture.PhysicalCache:SubmitPage(PageRequest)
AmplifyTexture.PageStreamer:UploadAvailablePages(Int32)
AmplifyTexture.PhysicalCache:Update(Int32)
AmplifyTextureRuntime:ForegroundUpdateImmediate()
AmplifyTextureManager:UpdateRuntimes()
AmplifyTextureManager:InternalUpdate()
AmplifyTextureManager:Update()
3) When I actually run on the device, it only shows the 64 x 64 texture, not the high res virtual texture.
Note that these errors occur regardless of whether the virtual texture hardware level is set to mobile or standard.
Thanks!
It's the same virtual texture, I'm just swapping out the Texture image and rebuilding.
I'm not sure if the purpose of this forum is bug-reporting - please let me know if there's a more appropriate place for these kinds of discussions.
Can I also confirm whether it's currently working on mobile? I've run into a few issues with mobile testing:
1) If I have a working virtual texture set up for a desktop build and then switch the platform to android, it alters the colour of the texture map, even after rebuilding. It seems to apply some sort of global hue shift to each colour channel?
Before:
After:
2) As soon as I switch to Android, I get the same warning repeated over and over:
Tiled GPU perf. warning: RenderTexture (512x512) was not cleared/discarded, doing <run with profiler for info>
UnityEngine.Graphics:Blit(Texture, RenderTexture, Material)
AmplifyTexture.PhysicalTable:FillRect(Material, Rect, Vector4, AssetTable, Int32)
AmplifyTexture.PhysicalTable:AddPage(Page)
AmplifyTexture.PhysicalCache:SubmitPage(PageRequest)
AmplifyTexture.PageStreamer:UploadAvailablePages(Int32)
AmplifyTexture.PhysicalCache:Update(Int32)
AmplifyTextureRuntime:ForegroundUpdateImmediate()
AmplifyTextureManager:UpdateRuntimes()
AmplifyTextureManager:InternalUpdate()
AmplifyTextureManager:Update()
3) When I actually run on the device, it only shows the 64 x 64 texture, not the high res virtual texture.
Note that these errors occur regardless of whether the virtual texture hardware level is set to mobile or standard.
Thanks!
- Diogo Teixeira
- Posts: 124
- Joined: Sat Aug 10, 2013 12:34 am
Re: Can't seem to initially set up AT2
Definitely. It's meant to serve as a two way communication platform about anything related to AT2, including bugs.mickyg wrote:I'm not sure if the purpose of this forum is bug-reporting - please let me know if there's a more appropriate place for these kinds of discussions.
Not yet. I had to shift a few priorities and I'm still building up to it. I'll try to push it for devbuild3.mickyg wrote:Can I also confirm whether it's currently working on mobile?
Research & Development at Amplify Creations
Re: Can't seem to initially set up AT2
Well that explains it
To be honest I don't have an immediate pressing need for mobile - I'm just testing things out. So don't try and push it to build 3 just on my account!

To be honest I don't have an immediate pressing need for mobile - I'm just testing things out. So don't try and push it to build 3 just on my account!