VN Game prevents AIGraphics from launching
1 report so far, need to verify/investigate
Mostly caused by duplicated keybindings. VNGE has some feature that uses F5. I suggest to alert people when we detect VNGE or just notify them to change keybinding when they're planning to use VNGE.
It's not keybinding conflict, AIGraphics window launches but blank. My suspicion on race conditions on camera get in AIGraphics as camera control in Studio requires going through Cinemachine.
Read someone saying (minor) bug in chara-maker where eyes do not follow properly. Did not personally test, yet.
I can confirm. When I hit F5 I get a broken interface (empty, but shaded window where the UI would be drawn). I can't change the VNGE hotkey that's bound to F5 (AFAIK), so as Ore said above, it's maybe a conflict between the two processes.
If I disable VNGE via the console.ini file then AIG works fine. It also seems to work when VNGE is enabled and I start Neo and load an existing scene, but I still can't open the UI.
Sometimes, I get an error when they are both running:
NOTE: It throws continually, filling up the console over and over.
[Error : Unity Log] ArgumentException: GUILayout: Mismatched LayoutGroup.repaint
Stack trace:
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
AIGraphics.Inspector.Util.Toolbar[TEnum] (TEnum selected) (at <3b3b0a395c8f424690387c355d433409>:0)
AIGraphics.Inspector.Inspector.WindowFunction (System.Int32 thisWindowID) (at <3b3b0a395c8f424690387c355d433409>:0)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
I've built and applied the latest AI_G from this repo and If I enable VNGE, I can use scenes/anims as normal, but the preset isn't applied correctly (looks like the lights are wrong) and when I hit F5 it throws this error repeatedly into the console (but stop's when I hit F5 again):
[Error : Unity Log] ArgumentException: GUILayout: Mismatched LayoutGroup.repaint
Stack trace:
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
AIGraphics.Inspector.Util.Toolbar[TEnum] (TEnum selected) (at <a39ac81a03b14dd1839e4134ccfc35c7>:0)
AIGraphics.Inspector.Inspector.WindowFunction (System.Int32 thisWindowID) (at <a39ac81a03b14dd1839e4134ccfc35c7>:0)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <e592d844472d4f2283aeaca6237fbe6d>:0)
Done some testing:
When I load VNGE scene, it appears without any map selected and is very dark (assuming map was providing some light). When I go to change map, it is already on the map I want (Fantasy Village). I select 'none' then re-select the fantasy village and it appeasrs, but the lights are very bright (this may actually be just teh vanilla brightness with that map (which prompted you to tell me to use AI_G). But the odd thing is that I can see Chromatic Abberation in the corners, which I had on my preset assigned to this scene. So maybe it is half-loading the preset? Or maybe CA is a default behaviour of some kind.
If I load the scene from the Neo menu, it loads fine and looks normal, with Preset applied.
thanks for the investigation. I don't use VNGE, and there are other higher priority items so may not get to this for a while.
No problem. I'm actually looking at this myself, I have it building locally, but I have zero experience with Unity and Illusion plugins, so I'm just poking around. If you have any tips of where to look, I'd really appreciate it.
I think the key hint in the log suggests somewhere in the main Inspector, there’s a call to Util.Toolbar, and the error points to HorizontalGroup block within the Toolbar code having a mismatch, almost sounds like the BeginHorizontalGroup block isn’t being closed. I would start there.
OK, so it's a clash between them because AIG(raphics) doesn't realise it isn't top dog when you press F5 (VNGE is already visible as the current UI by default). When AIG goes to paint, it gets the wrong layout.
Current workaround is to hide the VNGE UI (CTRL+F8 by default) and then you can use AIG as normal.