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No bumper meshes

Open arthurkehrwald opened this issue 10 months ago • 10 comments

Bumper meshes are no longer generated. I briefly checked what happens in MainRenderableComponent.RebuildMeshes when the 'Force Update Mesh' button is clicked in the inspector and it turns out MeshComponents is emtpy.

arthurkehrwald avatar Feb 14 '25 18:02 arthurkehrwald

They've never been generated, it's just a prefab linking to an .fbx file for the geometry. I'll have a look, the mesh generator should be removed if there is still one.

Is this when importing a table or when creating a new bumper from the toolbox?

freezy avatar Feb 15 '25 20:02 freezy

It's both

arthurkehrwald avatar Feb 15 '25 20:02 arthurkehrwald

Can you retry with latest? Be sure to pull all the repos, I've updated some prefab GUIDs lately, maybe that was the problem. In any case, the example table's bumpers import okay (apart from the materials that need to be fixed in general):

Image

freezy avatar Feb 23 '25 22:02 freezy

Where do I get this example table?

arthurkehrwald avatar Feb 28 '25 11:02 arthurkehrwald

Just open VPX -> File -> New -> Full Example Table -> Save

freezy avatar Feb 28 '25 11:02 freezy

Tested with the latest VPE 0.0.1-preview.153 and VPE.URP 0.0.1-preview.139. Three of the five bumper caps are showing up when importing the full example table, but the rest of the bumpers is still missing and bumpers added via the toolbox have no meshes at all.

Image

arthurkehrwald avatar Mar 16 '25 11:03 arthurkehrwald

Under HDRP, it works fine.

Image

arthurkehrwald avatar Mar 16 '25 14:03 arthurkehrwald

Are you 100% using URP in your project? I'm wondering if it's not time to work on a (lit) shader graph that works for both URP and HDRP to use in the asset library, so we can use assets in both SRPs.

I've been working on an asset style guide recently, and will soon create a new asset library that follows these guidelines (and doesn't weight as much as the current one). So, if you're actively using URP, I might as well put some efforts into a common shader first.

freezy avatar Mar 17 '25 11:03 freezy

Yes I definitely think URP is the way to go for me. I just don't need photorealism for my project. The decision to officially support it is still kind of in the air right? I think it's definitely worth questioning whether we need two RPs, but I wouldn't make this decision based on what I personally need for my weird AR pinball thing, but what the prospective users want and what hardware they have. I can deal with the issues that follow if you decide to drop it. Maybe you could do a little hardware survey on the forums. Although that's probably going to underrepresent low powered systems. I personally think the system requirements of HDRP are hard to justify for something like a pinball simulator, especially with the absurd prices of recent GPUs and how affordable 4K displays have become in comparison. Another consideration is that many table authors are probably not super knowledgeable about perf optimization and will publish tables with suboptimal performance.

Pandelii had a strong opinion in favor of HDRP, right? What was the rationale for using it over URP? Just to max out fidelity or was there something more technical?

arthurkehrwald avatar Mar 17 '25 12:03 arthurkehrwald

At the time, URP didn't support deferred rendering. That's not the case anymore.

Personally, I'd like to be able to target both. High fidelity graphics that utilize powerful hardware if available is one of the things that will set VPE apart from all the other pinball sims.

I don't think authors need to be very knowledgable about perf optimization, where it's important we'll document it.

freezy avatar Mar 17 '25 12:03 freezy