itch.iohttp://itch.iohttps://itch.io/t/2858436/mast-crashing-when-i-ctrl-zMAST crashing when i ctrl + zhttps://itch.io/t/2858436/mast-crashing-when-i-ctrl-zMon, 15 May 2023 21:02:09 GMTMon, 15 May 2023 21:02:09 GMTMon, 15 May 2023 21:02:09 GMTusing unity editor 2021.3.11f1

using MAST 1.5.1 unity package.

]]>
https://itch.io/t/2754401/erase-tool-not-working-on-unity-2022212Erase tool not working on Unity 2022.2.12https://itch.io/t/2754401/erase-tool-not-working-on-unity-2022212Fri, 31 Mar 2023 14:36:54 GMTFri, 31 Mar 2023 14:36:54 GMTFri, 31 Mar 2023 14:36:54 GMTI imported MAST to my URP project, all tools that I've tested worked fine, but the Erase tool is not working. Besides, the grid is totally pink.

]]>
https://itch.io/t/2620861/cant-make-prefabscant make prefabshttps://itch.io/t/2620861/cant-make-prefabsFri, 27 Jan 2023 19:30:29 GMTFri, 27 Jan 2023 19:30:29 GMTFri, 27 Jan 2023 19:30:29 GMTi downloaded the modular race track file and tryied to make it into a prefab. it told me that i had to attach materials to the prefabs, and it wasnt letting me upload them please help

]]>
https://itch.io/t/2265020/doesnt-work-in-unity-2020313f1Doesn't work in Unity 2020.3.13f1https://itch.io/t/2265020/doesnt-work-in-unity-2020313f1Tue, 26 Jul 2022 22:31:56 GMTTue, 26 Jul 2022 22:31:56 GMTTue, 26 Jul 2022 22:31:56 GMTHello !

I tried to use M.A.S.T in my project with Unity 2020.3.13f1, but the window is completely empty and my console is full of error messages. I have no idea of what could cause this problem... Here's a sample of the errors i have when i try to open the window :

]]>
https://itch.io/t/1146716/possible-bug-in-randomizerPossible bug in Randomizerhttps://itch.io/t/1146716/possible-bug-in-randomizerSat, 09 Jan 2021 16:06:47 GMTSat, 09 Jan 2021 16:06:47 GMTSat, 09 Jan 2021 16:06:47 GMTI was having some issues with the MAST randomizer code. I set up tree randomization for the Modular Terrain Pack of FSP, and noticed that it never picked the first tree out of the set. For each tree I had set up the MAST Prefab Settings script with the following settings:

  • Use Randomizer: True
  • Allow Replacement: True
  • Replacement ID = 1
  • Replacement Weight = 1
  • Allow Sequential Repeat = True

I checked the MAST Randomizer.cs script, and managed to fix it by changing two lines in the CalculateReplacement() function of the Randomizer.cs script. Specifically, I replaced line 128 with "float randomReplaceSeed = Random.Range(1, replaceWeightList.Sum() + 1);", and line 138 with "if (randomReplaceSeed <= replaceWeightRunningTotal)". The problem, I think, is that Random.Range() returns a value exclusive the maximum.

I am not sure if others are having this issue or not, but since I did, I wanted to report it as a possible bug.

]]>
https://itch.io/t/1127865/unity-ui-glitchUnity UI Glitchhttps://itch.io/t/1127865/unity-ui-glitchFri, 25 Dec 2020 08:07:07 GMTFri, 25 Dec 2020 08:07:07 GMTFri, 25 Dec 2020 08:07:07 GMTAfter installing MAST a lot of Unity UI got glitched, I haven't tried many of the windows or tools to see how they're working, but the inspector and the shader graph are affected (I'll tell if I see something else). I'm using Unity 2019.4.16f1.

I know you're a busy guy as you work a lot, let me know if you need help with anything, I would love to help as MAST helps me a lot to develop my game. :P



Inspectors don't have scrollers (the side bar) anymore and components are fighting for space. I removed MAST and everything came back to normal.

[Update] I removed MAST from the project folder and created the shader I needed, after I've finished, I moved MAST back to my project, the glitch doesn't seem to appear now, but I won't delete the post because may help you to discover something? hm

]]>
https://itch.io/t/598594/if-i-erases-original-prefab-by-using-eraser-all-object-erasesIf I erases original prefab by using eraser, all object erases.https://itch.io/t/598594/if-i-erases-original-prefab-by-using-eraser-all-object-erasesTue, 05 Nov 2019 10:49:29 GMTTue, 05 Nov 2019 10:49:29 GMTTue, 05 Nov 2019 10:49:29 GMTI made an original prefab to load prefab into MAST.

And I've  made my stage.

When I use eraser, all of object in the scene are deleted.

If I want to erase any object  by using original prefab in MAST, I have to click the object and delete one by one?

]]>
https://itch.io/t/592141/mast-prevents-buildMAST Prevents buildhttps://itch.io/t/592141/mast-prevents-buildMon, 28 Oct 2019 21:00:45 GMTMon, 28 Oct 2019 21:00:45 GMTMon, 28 Oct 2019 21:00:45 GMTI imported MAST into Unity but then I could not build for macOS.  It looks like the Editor scripts are preventing building.  Maybe I somehow need to move the package after its installed?  Has anyone got a macOS build to work with MAST installed?  If so how?

]]>
https://itch.io/t/596532/prefab-thumbnail-cant-be-createdPrefab thumbnail can't be createdhttps://itch.io/t/596532/prefab-thumbnail-cant-be-createdSat, 02 Nov 2019 23:19:40 GMTSat, 02 Nov 2019 23:19:40 GMTSat, 02 Nov 2019 23:19:40 GMTWhen trying to add the script to prefabs and add them to the selection panel they end up being transparent. Checked the logs and can see it Throws a permissions error regarding writing the png files, despite granting all possible perms to Unity and the system authenticated user. Permissions don't actually seem to be it's problem, as i was trying several approaches to see if one would give before i tried pulling apart the code - and it seems when you CONVERT mesh's to Prefabs and THEN import t hem it all works well, so whatever failing we have in the add script phase it's avoided in the full Mesh > Prefab > Scripted > Selection Panel.  Unity 2019.2.0b9 (project dedicated to testing this potentially mind blowing tool)  :P

]]>
https://itch.io/t/588525/docked-mast-panel-lose-preview-and-cause-long-editor-hangDocked MAST panel lose preview and cause long Editor hanghttps://itch.io/t/588525/docked-mast-panel-lose-preview-and-cause-long-editor-hangThu, 24 Oct 2019 07:59:40 GMTThu, 24 Oct 2019 07:59:40 GMTThu, 24 Oct 2019 07:59:40 GMTThis is a strange behavior I am still investigating, but it appears:

- When we open the MAST panel and dock it, anytime we toggle any other docked panel (aka maximize then minimize them using Spacebar), there is a long delay in Editor (several seconds), and then MAST panel's image preview are all gone.

- At first I thought this has something to do with shortcut conflicts, but after changing it, the same issue persists.

- The editor hang doesn't happen if the MAST panel is closed or not docked.

This is best illustrated with screenshots:


]]>
https://itch.io/t/586962/unable-to-rotate-camera-with-altleft-click-when-in-edit-modeUnable to rotate camera with alt+left click when in edit modehttps://itch.io/t/586962/unable-to-rotate-camera-with-altleft-click-when-in-edit-modeTue, 22 Oct 2019 08:04:33 GMTTue, 22 Oct 2019 08:04:33 GMTTue, 22 Oct 2019 08:04:33 GMTHi! First, MAST is a game changer for me, thank you so much for making it! 

One thing that is making my workflow difficult tho is being unable to turn the camera with alt+left click when I'm editing the tiles. I've attached a GIF to try and show it. I'm using 2019.2.9f

]]>
https://itch.io/t/586897/importing-fbx-models-fails-when-trying-to-import-or-convert-the-materialsImporting FBX Models fails when trying to import or convert the materialshttps://itch.io/t/586897/importing-fbx-models-fails-when-trying-to-import-or-convert-the-materialsTue, 22 Oct 2019 03:33:55 GMTTue, 22 Oct 2019 03:33:55 GMTTue, 22 Oct 2019 03:33:55 GMTWhen trying to import a series of test models exported from Blender 2.8 as FBX, I am getting the following error:


ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

The trace underneath is huge, but the relevant bit seems to point here:

MAST_PrepModels.CreatePrefabsFromModels () (at Assets/FSP/MAST/Scripts/Tools/MAST_PrepModels.cs:185)
MAST_Tools_Interface.OnGUI () (at Assets/FSP/MAST/Scripts/Interface/MAST_Tools_Interface.cs:61)

It seems that when doing the import of FBX it's not able to find the material, as the matIndex variable winds up not being real.

If anyone else is seeing this issue, importing the same models as OBJ (along with their exported mat files) works perfectly without any issues at all.

]]>