HoudiniEngineForUnity icon indicating copy to clipboard operation
HoudiniEngineForUnity copied to clipboard

Houdini Engine for Unity

Results 27 HoudiniEngineForUnity issues
Sort by recently updated
recently updated
newest added

The blow code: https://github.com/sideeffects/HoudiniEngineForUnity/blob/dc97e8e2501ca39c0416fde8b5021b25dad34e6a/Plugins/HoudiniEngineUnity/Scripts/Utility/HEU_InputUtility.cs#L83 ` for (int i = numInterfaces - 1; i >= 0; i--) { if (_inputInterfaces[i] != null && _inputInterfaces[i].Priority

when I split the terrain, all the terrain data saved to the same path in unity, and the cooked result shows wrong in unity scene. I read the code and...

Hi, I just find and fix a problem when "Generate Mesh Using Points", it will not copy the correct uv since the code miss checking the `_uvsAttr.Length`. Here is the...

`public List _UVs = new List(); public List _UV2s = new List(); public List _UV3s = new List(); ` (Code from _HEU_MeshData.cs_) Currently, the uv attribute will convert to Vector2...

Hi, my digital asset works very fast in Houdini (very basic geometry but a lot of parameters) but in editor there is a 5 sec delay. Is there any chance...

Would it be possible to add transform handle support that allows you to move each point from an Add SOP individually?

I imported in unity package from unity asset store and this 55 error is there. i am using URP and also using sdk for oculus. ![image](https://user-images.githubusercontent.com/46285859/195166037-3242575e-9b03-4c4d-beaf-08fbe8ba55ad.png)

The new HDRP pipeline currently only seems to support instance meshes for terrain details. The following needs to be added to `HEU_TerrainUtility.ApplyDetailLayers()`: ``` #if UNITY_2021_2_OR_NEWER if( detailPrototype.usePrototypeMesh ) detailPrototype.useInstancing =...

I am getting errors from the HEU_Geo Sync Log window after trying to cook a TOP network with PDG Asset Link. Traced it to this line of code here in...

HEU_InputNode serialization of prefab child/ sub gameobjects in scene breaking when child/sub objects have the same name. So say we have a 2 different prefabs, say, `obj1` and `obj2`, both...