Cool man, thanks! I will check out the update!
Hi, I sent you a private DM , tried to get the update going… did a plugin update via , plugin manager, published the place, did security API, HTTP and Editable mesh, published again… click on meshpart
(also do I need personally own the meshpart ID, or can it be a meshpart in MY toolbox that I got from the public meshparts? … so someone else really owens the ID for it…)
get error
15:38:25.566 true {"errors":[{"code":401,"message":"Authentication required to access Asset."}],"requestId":"638813903051778459","IsHashDynamic":false,"IsCopyrightProtected":false,"isArchived":false,"assetTypeId":0} - Edit
15:38:25.566 Argument 1 missing or nil - Edit
more info about the cookie process would be great… relating to
Because of this change, you now have to supply a valid authentication cookie if you want to upload from a meshpart. Steps on how to do this are in the plugin.
I do not see any help info popping up in the plugin…
Thanks
Also I see some other issues.
- When I click on ‘move camera to Source’
it gives the error
15:49:35.389 Position is not a valid member of Vector3 - Edit
15:49:35.389 Stack Begin - Studio
15:49:35.389 Script 'cloud_13781503087.3DTerrainImporter.UiScript', Line 1691 - function MoveCameraToBounds - Studio
15:49:35.389 Script 'cloud_13781503087.3DTerrainImporter.UiScript', Line 3050 - function Activated - Studio
15:49:35.389 Script 'cloud_13781503087.3DTerrainImporter.Components.StudioComponents.BaseButton', Line 98 - Studio
15:49:35.389 Stack End - Studio
It also locks the camera, and I cannot move around in studio anymore …
maybe because it changed to ‘Scriptable’… if I manually change it to ‘follow’ then I can move the camera around.’
- using the load OBJ , it loads it, but then does not look like the preview, it is just a rectangle …
- it might be nice to be able to select the OBG , and be able to scale it and move it… x y z … right now it looks like it always does it at 0 0 0… and if I try to click on another part somewhere else on the baseplate, before loading the OBJ (to see if would position it where the x y z of the current part position is at, it still loads the OBJ at 0 0 0 … (if / when the meshpart / cookie thing works, I would not care about this… )