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Fix for LookDev displaying probes as pink spheres #1521
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Fix for LookDev displaying probes as pink spheres #1521
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It appears that you made a non-draft PR! |
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Be sure it will not break AreaLight's EmissiveMesh
You can only check the HideInInspector maybe?
@@ -217,16 +217,28 @@ void SetGameObjectVisible(bool visible) | |||
if (go == null || go.Equals(null)) | |||
continue; | |||
foreach (UnityEngine.Renderer renderer in go.GetComponentsInChildren<UnityEngine.Renderer>()) | |||
renderer.enabled = visible; | |||
{ | |||
if((renderer.hideFlags & HideFlags.HideInInspector) == 0 && ((renderer.hideFlags & HideFlags.NotEditable) == 0)) |
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I expect issue if someone try to display a gameobject that have an AreaLight in its hierarchy:
the emissive mesh of AreaLight is NotEditable, which means with this conditional it will not be displayed.
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It seems like it is actually displayed correctly if it is already visible, it just won't if it was set to invisble before (but I think that's correct?)
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also the mesh is not hidden in inspector, so it wouldn't trigger
Please provide update on this PR :) |
Was in vacation when comment was added, must have lost the email :) Checking today. |
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Seams better now :)
* Fix warning in HDAdditionalLightData OnValidate #885 * Fix XR multipass #1133 * Update Override-Micro-Shadows.md (#1236) * Added disclaimer to volumes (#1247) * Added missing volumes API toc entry (#1259) * Fix XR Display providers not getting zNear and zFar updated on them. #1269 * Remove MSAA debug mode when renderpipeline asset has no MSAA #1289 * Added menu items doc * Moved requirements in toc to make it consistent with URP/VFX #1352 * Fix compilation issue when XR is not available #1391 * Fix an issue with dynamic resolution handler in case no OnResolutionChange callback is defined #1403 * Change a multi compile to multi compile local to reduce number of keyword #1444 * Docs quality fixes #1445 * Added enable Volume snippet * Update Volume-Override-Enable-Override.md * Update HDCamera.cs * Fix layer-related error caused by disabling emissive area light mesh #1506 * Make sure sun icon is not clipped in lookdev window #1515 * Fix for LookDev displaying probes as pink spheres #1521 * Fix issue with disc area light editor not updating #1526 * Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile. #1529 * Hdrp/update decal atlas when texture changes #1532 * Fix Screen position out of view frustum issues when planar reflection probe is at same camera location #1537 * Make sure diffusion profile is correct upon its editor reset #1538 * Added propagating nans doc (#1562) * Added propagating nans doc * Added information about HDRP's NanTracker * GFXGI-237: Force update for static skies when camera type is set to S… #1570 * Hdrp/docs/shader additions #1580 * Added information about HDRP not upgrading particle shaders (#1601) * Added information about HDRP not upgrading particle shaders * Update Upgrading-To-HDRP.md * Update Upgrading-To-HDRP.md * Changed cog to gear to adhere to style guide rules #1611 * Added build settings setup (#1631) * Fixing the remapping of Min/Max parametrizations values to Amplitude parametrizations values * Updating UI to match documentation of LayeredLit * Hdrp/fix/terrain layer parametrization #1678 Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: robinb-u3d <robinb-u3d@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Ben Spencer <github@raytracing.co.uk> Co-authored-by: Jean-Philippe Grenier <jeanphilippe@unity3d.com>
Fix: https://fogbugz.unity3d.com/f/cases/1263428/
The issue was a bit deeper. The probes in the template scene have a mesh renderer component which however is always disabled and always hidden from editor. However, lookdev always toggle visibility of renderers of objects dragged into that, showing the faulty mesh renderer to render, even though it doesn't have a proper material.
Of course the expected result should be that probes don't render in lookdev (as they are not visible in game of course), but as a more generic fix for the issue, we toggle the visibility of renderers (and lights) only when the component in question is editable and visible in editor.
What have I tested: The repro case and some basic look dev workflow (adding stuff in it)