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init A4x16 prefab

Open another-rishi opened this issue 2 years ago • 3 comments

Hi @dbirman,

I created this pull request to facilitate a few questions about adding this new probe.

So far, I've made my prefab and linked the required scripts using the Neuropixels 4-shank probe as an example.

I've added a button for this prefab to the NewProbePanel prefab, but it does not load my prefab when I click it in a build. Is there some other code I need to edit there to test the new probe prefab?

Also, please note that I have not yet made or built the required channel map files. Could that be breaking the new functionality in my build?

Best and thanks for your input, Rishi

another-rishi avatar Dec 11 '23 18:12 another-rishi

@dbirman,

I'm a bit stuck on debugging this prefab.

I believe I have now added all the required scripts which are linked to the right components and built the channel map. However, when I click the new button in the NewProbePanel, nothing happens.

I don't see anything obvious to edit in the AddProbePanel.cs script, and I'm not quite sure where to look to link this new button to the new probe prefab.

Any help would be greatly appreciated.

Best, Rishi

another-rishi avatar Jan 03 '24 22:01 another-rishi

@another-rishi I've been on vacation the last month, I'll take a look at this as soon as I'm back next week

dbirman avatar Jan 04 '24 04:01 dbirman

Okay I started taking a look here and it looks like a few things went wrong, one is that the AddressableAssets folder seems to have been un-marked as Addressable? That shouldn't happen, can you try re-downloading the google drive folder and replacing it? Be careful to put it at Assets/AddressableAssets (not Assets/AddressableAssets/AddressableAssets where I noticed a duplicate ended up)

The other thing you were missing is a little less obvious, but the buttons for new probes have a UnityEvent that has to be bound to the TrajectoryPlannerManager.AddNewProbeVoid(int) function, this is what actually triggers the probe to be created. You can't bind this in the Prefab because you can't see the main object, it has to be done in the main scene itself.

image

With those two fixes we should be able to get this working!

dbirman avatar Jan 09 '24 22:01 dbirman