WindowLayouts are invalid.

Development feedback for early adopters.
mikaelwallin
Posts: 18
Joined: Wed Jul 23, 2014 12:00 pm

WindowLayouts are invalid.

Post by mikaelwallin »

I get this error all the time.
Have you guys seen this before?

Code: Select all

WindowLayouts are invalid. Please use 'Window -> Layouts -> Revert Factory Settings...' menu to fix it.
UnityEditor.EditorUtility:ClearProgressBar()
AmplifyTexture.ProgressBar:Close()
AmplifyTexture.AssetMonitorCache:UpdateDB()
AmplifyTexture.AssetMonitorCache:Start()
AmplifyTexture.AssetMonitor:Start()
AmplifyTexture.InternalEditor:Start()
AmplifyTexture.InternalEditor:CheckInstance()
AmplifyTexture.VirtualTextureEditor:.cctor()
UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[])
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Diogo Teixeira
Posts: 124
Joined: Sat Aug 10, 2013 12:34 am

Re: WindowLayouts are invalid.

Post by Diogo Teixeira »

mikaelwallin wrote:I get this error all the time.
Have you guys seen this before?

Code: Select all

WindowLayouts are invalid. Please use 'Window -> Layouts -> Revert Factory Settings...' menu to fix it.
UnityEditor.EditorUtility:ClearProgressBar()
AmplifyTexture.ProgressBar:Close()
AmplifyTexture.AssetMonitorCache:UpdateDB()
AmplifyTexture.AssetMonitorCache:Start()
AmplifyTexture.AssetMonitor:Start()
AmplifyTexture.InternalEditor:Start()
AmplifyTexture.InternalEditor:CheckInstance()
AmplifyTexture.VirtualTextureEditor:.cctor()
UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[])
Hi Mikael, what combination of Unity and AT2 versions are you running on? OSX or Windows?

If you're running on Windows, please try this version on Unity 4.5.2:
https://www.dropbox.com/s/akz2mogaok3x8 ... itypackage

Please let me know how that worked out.

Cheers
Research & Development at Amplify Creations
mikaelwallin
Posts: 18
Joined: Wed Jul 23, 2014 12:00 pm

Re: WindowLayouts are invalid.

Post by mikaelwallin »

First off, I am unable to install using a unitypackage because AmplifyTextureNativeEditor.dll is blocking that.
The update destroyed my current Virtual Texture and all the other components?

I removed all the previous Amplify Texture files. And redid the configuration into the scene again I am up and running.
Last edited by mikaelwallin on Mon Jul 28, 2014 12:41 pm, edited 1 time in total.
User avatar
Diogo Teixeira
Posts: 124
Joined: Sat Aug 10, 2013 12:34 am

Re: WindowLayouts are invalid.

Post by Diogo Teixeira »

mikaelwallin wrote:First off, I am unable to install using a unitypackage because AmplifyTextureNativeEditor.dll is blocking that.
The update destroyed my current Virtual Texture and all the other components? I must add that I merged the folders
Please restart Unity into a blank scene first and reinstall from there. That ensure that the native plugins are unloaded before installing.

A lot changed from the previous iterations and only now it's becoming stable (VT structural changes, files removed, etc..), so I recommend you install fresh and create and build a new virtual texture.
Research & Development at Amplify Creations
mikaelwallin
Posts: 18
Joined: Wed Jul 23, 2014 12:00 pm

Re: WindowLayouts are invalid.

Post by mikaelwallin »

Diogo Teixeira wrote:
mikaelwallin wrote:First off, I am unable to install using a unitypackage because AmplifyTextureNativeEditor.dll is blocking that.
The update destroyed my current Virtual Texture and all the other components? I must add that I merged the folders
Please restart Unity into a blank scene first and reinstall from there. That ensure that the native plugins are unloaded before installing.

A lot changed from the previous iterations and only now it's becoming stable (VT structural changes, files removed, etc..), so I recommend you install fresh and create and build a new virtual texture.
Ah, I see that you've made a change in shaders. I needed to update my custom shader.
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Diogo Teixeira
Posts: 124
Joined: Sat Aug 10, 2013 12:34 am

Re: WindowLayouts are invalid.

Post by Diogo Teixeira »

mikaelwallin wrote:
Diogo Teixeira wrote:
mikaelwallin wrote:First off, I am unable to install using a unitypackage because AmplifyTextureNativeEditor.dll is blocking that.
The update destroyed my current Virtual Texture and all the other components? I must add that I merged the folders
Please restart Unity into a blank scene first and reinstall from there. That ensure that the native plugins are unloaded before installing.

A lot changed from the previous iterations and only now it's becoming stable (VT structural changes, files removed, etc..), so I recommend you install fresh and create and build a new virtual texture.
Ah, I see that you've made a change in shaders. I needed to update my custom shader.
Indeed. I ended up moving some info to a look-up-texture and was able to pack everything else into one material property.
Research & Development at Amplify Creations
mikaelwallin
Posts: 18
Joined: Wed Jul 23, 2014 12:00 pm

Re: WindowLayouts are invalid.

Post by mikaelwallin »

Diogo Teixeira wrote:Indeed. I ended up moving some info to a look-up-texture and was able to pack everything else into one material property.
How clean. Have you tested the performance? How did the lookup texture compare to the old solution?
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Diogo Teixeira
Posts: 124
Joined: Sat Aug 10, 2013 12:34 am

Re: WindowLayouts are invalid.

Post by Diogo Teixeira »

mikaelwallin wrote:
Diogo Teixeira wrote:Indeed. I ended up moving some info to a look-up-texture and was able to pack everything else into one material property.
How clean. Have you tested the performance? How did the lookup texture compare to the old solution?
Well, unfortunately I had no choice in order to properly support multi-vt and static material properties together. The latter meant for scaling to thousands of materials. What we might end up doing down the line is provide both single and multi-vt paths.
Research & Development at Amplify Creations
mikaelwallin
Posts: 18
Joined: Wed Jul 23, 2014 12:00 pm

Re: WindowLayouts are invalid.

Post by mikaelwallin »

Diogo Teixeira wrote:
mikaelwallin wrote:
Diogo Teixeira wrote:Indeed. I ended up moving some info to a look-up-texture and was able to pack everything else into one material property.
How clean. Have you tested the performance? How did the lookup texture compare to the old solution?
Well, unfortunately I had no choice in order to properly support multi-vt and static material properties together. The latter meant for scaling to thousands of materials. What we might end up doing down the line is provide both single and multi-vt paths.
Ah okey.

In this new version when I save the scene it displays a progressbar, checking something. Is it possible for you to use the async progressbar instead? Like the lightmap- and occulsion baking.

Thank you for an awesome product and support.
User avatar
Diogo Teixeira
Posts: 124
Joined: Sat Aug 10, 2013 12:34 am

Re: WindowLayouts are invalid.

Post by Diogo Teixeira »

mikaelwallin wrote:In this new version when I save the scene it displays a progressbar, checking something. Is it possible for you to use the async progressbar instead? Like the lightmap- and occulsion baking.
Definitely. All these update/build processes are going to be moved into background.

I couldn't find any async progressbar on the scripting API. Could you point me to it?
mikaelwallin wrote:Thank you for an awesome product and support.
Cheers! :)
Research & Development at Amplify Creations
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