If you hold down the SHIFT key, a square will be shown centered around the gizmo position. Clicking and dragging one of the squares will allow you to perform a translation along 2 axes at once. The gizmo also has a set of squares at the intersection of the axes. The following image shows a screen-shot of the translation gizmo: Using The Translation Gizmo If you click and drag one of the gizmo axis (the selected arrow changes the color) you will perform a translation along the corresponding gizmo axis. 2.1 The Translation Gizmo The translation gizmo allows you to move objects around in the scene. We will also talk about transform spaces and transform pivot points. In this chapter we will take a look at how the gizmos work and all the properties which can be modified for each gizmo.
2 The Gizmos The term "gizmo" refers to the manipulators used to manipulate the objects in order to move, rotate and scale them in space they are the "tools" of the World Editor. It provides information about all the gizmo properties and system settings. OutOfMemoryException: Array dimensions exceeded supported range.2 Table of Contents 1 Introduction 2 2 The Gizmos 2 3 Camera control 5 4 Hotkeys 6 5 File menu 7 6 Tools 8 7 Objects 9 8 Materials 17 9 Settings 21 1 Introduction This document explains how you can use the World Editor. Message=Error during reading asset type MonoBehaviourĪt (AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size)Īt (AssetReader reader, AssetEntry info)Īt (EndianReader reader)Īt (IFileCollection collection, IAssemblyManager manager)Īt (FileScheme scheme, IFileCollection collection, IAssemblyManager manager)Īt (IFileCollection collection, IAssemblyManager manager)Īt (String fileName, String filePath)Īt (Processor processor, PlatformGameStructure structure)Īt (List 1 pathes)Īt (IEnumerable1 pathes)Īt ()Īt (ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)Īt (ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)Īt (ExecutionContext executionContext, ContextCallback callback, Object state)Īt () That problem may also be solved if we count ScriObj refers and embed those single-father ones. some game that uses Skele /packages/tools/modeling/skele-character-animation-tools-16899) etc)īTW UtinyRipper sometimes generates hundreds of thousands ScriptableObjects ( those hashes refer to Bloom.asset, DepthOfField.asset. In PPsV2 profile, "settings" field, it should NOT be:
In ScriptableObjects, if ScriObj_B is only refered by ScriObj_A, then ScriObj_B should be embeded inside ScriObj_A.asset.Į.g. (load them from a txt or something, as a lookup dict)Ģ. Script guids should not be random, either take them from m_PropertiesHash (BuildSettings.scriptHashes uses them), Some problem I encountered when the game contains PostProcessing stack v2 asssets.ġ. В (Processor processor, PlatformGameStructure structure) Import: Assembly 'UnityEngine' hasn't been found Import: Game file '3DXChat.exe' has been found Import: Duplicate assemblies found: 'H:\DownloadNew\3DXChat 390 by Ezekiel_2517 (v1.0 beta 5)\3DXChat_Data\Plugins\msvcr100.dll' & 'H:\DownloadNew\3DXChat 390 by Ezekiel_2517 (v1.0 beta 5)\VSD\msvcr100.dll' Import: Duplicate assemblies found: 'H:\DownloadNew\3DXChat 390 by Ezekiel_2517 (v1.0 beta 5)\3DXChat_Data\Plugins\hidapi.dll' & 'H:\DownloadNew\3DXChat 390 by Ezekiel_2517 (v1.0 beta 5)\VSD\hidapi.dll'
I need to pull out the skeleton and clothes to modify the game, any way how to fix Like this ? I try to move Managed folder away, its dont help. В (FileScheme scheme, IFileCollection collection, IAssemblyManager manager) В (IFileCollection collection, IAssemblyManager manager) StackTrace: в (AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size)
Message: Read 164 but expected 428 for asset type Sprite Import: SerializedFileException: v:5.5.5p2 n:resources.assets p:H:\DownloadNew\3DXChat 390 by Ezekiel_2517 (v1.0 beta 5)\3DXChat_Data\resources.assets I still try to extract the game, with this error