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IR 2148 Material Entities for All Meshes, Improved hashing logic, Plugin Components #10209

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merged 69 commits into from
Jun 21, 2024

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AidanCaruso
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@AidanCaruso AidanCaruso commented May 21, 2024

Summary

This allows editing and assigning materials using the ECS API to non-gltf sourced meshes, such as the primitive mesh component.

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Breaking Changes

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closes IR-2148, IR-2390

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@AidanCaruso
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I'm seeing a failure in the re-import of a glb with a custom material + plugin set. Here's a video showing my process for reproduction

Fixed, needed some minor adjustments to plugin parameter handling and hashing logic.

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Screenshot 2024-06-18 12:39:48

I m seeing this error when drag material asset into the scene.

@AidanCaruso
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AidanCaruso commented Jun 18, 2024

I m seeing this error when drag material asset into the scene.

This error occurs on dev too and should be addressed in a future PR.

Material drag and drop will give this error if the raycast hits something in the way. In the default scene this error is reproduced by the camera fade transition entity intersecting the ray - this does not have the material instance component, causing the error. Material drag and drop works if there's no intersection.

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JT00y commented Jun 18, 2024

@AidanCaruso thanks for explanation for the drag asset.
Another issue i m seeing was the material library update correct counts of materials only after i save the scene.

Screencast.2024-06-18.13.09.16.mp4

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AidanCaruso commented Jun 18, 2024

@AidanCaruso thanks for explanation for the drag asset. Another issue i m seeing was the material library update correct counts of materials only after i save the scene.

No problem! This is odd in that I haven't seen it. It looks like one of the meshes is always selected, and the material library is designed to only show the material entities used by the currently selected entity(s) meshes. If you were to press the ESC key do the other material entities still not appear?

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JT00y commented Jun 18, 2024

@AidanCaruso thanks for explanation for the drag asset. Another issue i m seeing was the material library update correct counts of materials only after i save the scene.

No problem! This is odd in that I haven't seen it. It looks like one of the meshes is always selected, and the material library is designed to only show the material entities used by the currently selected entity(s) meshes. If you were to press the ESC key do the other material entities still not appear?

okay, i understand our design for material library i m thinking maybe the ui part can be better,
so the problem become reload the scene all the entites will show in library and after click entity it look correct, this probably not a problem from user side.

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okay, i understand our design for material library i m thinking maybe the ui part can be better, so the problem become reload the scene all the entites will show in library and after click entity it look correct, this probably not a problem from user side.

I agree, the UX definitely needs work. First thing we may want to add is a global/local toggle for clarity. For now pressing the escape key to deselect the currently selected entity shows all scene materials again.

@AidanCaruso AidanCaruso dismissed dinomut1’s stale review June 20, 2024 23:22

The reported error was fixed

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works well enough, still some bugs that can be addressed in subsequent PRs

@dinomut1 dinomut1 added this pull request to the merge queue Jun 21, 2024
Merged via the queue into dev with commit 8e67876 Jun 21, 2024
28 checks passed
@dinomut1 dinomut1 deleted the universal-material-entities branch June 21, 2024 04:57
MbfloydIR added a commit that referenced this pull request Jun 24, 2024
* dev: (34 commits)
  ir 2253 fix project zip archiver (#10437)
  IR-2721: Zendesk integration (#10416)
  clearer delete scene argument id (#10440)
  fix editor tests (#10439)
  fix material removal errors due to missing source component (#10433)
  studio: ui feedback for loading a scene (#10404)
  fix material ParameterInput (#10429)
  update visibility to authoring layer (#10428)
  IR-2711: update default scene (#10399)
  clean up console log
  fix resources.json sorting not happening when it is regenerated
  fix styling for key value project settings (#10432)
  Added VITE_FEATHERS_STORE_KEY to Docker builds (#10426)
  IR 2148 Material Entities for All Meshes, Improved hashing logic, Plugin Components (#10209)
  Ir 2543 create prefab (#10384)
  feat(tooltip): make title from string to ReactNode to accept custom title (#10424)
  Update branch-build.yml (#10430)
  fix frustum culling calculation (#10418)
  show no results for unmatching query in hierarchy tree (#10415)
  Remove react-is hackfix install (#10425)
  ...
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4 participants