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WindowLayouts are invalid.
Posted: Mon Jul 28, 2014 6:21 am
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[])
Re: WindowLayouts are invalid.
Posted: Mon Jul 28, 2014 11:33 am
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
Re: WindowLayouts are invalid.
Posted: Mon Jul 28, 2014 12:27 pm
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.
Re: WindowLayouts are invalid.
Posted: Mon Jul 28, 2014 12:39 pm
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.
Re: WindowLayouts are invalid.
Posted: Mon Jul 28, 2014 1:02 pm
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.
Re: WindowLayouts are invalid.
Posted: Mon Jul 28, 2014 2:00 pm
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.
Re: WindowLayouts are invalid.
Posted: Tue Jul 29, 2014 5:32 am
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?
Re: WindowLayouts are invalid.
Posted: Tue Jul 29, 2014 11:35 pm
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.
Re: WindowLayouts are invalid.
Posted: Wed Jul 30, 2014 6:34 am
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.
Re: WindowLayouts are invalid.
Posted: Thu Jul 31, 2014 11:01 am
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!
