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getting errors when loading the map with the prebaf

Closed 1.1

so i'm adding the prefab to a new map to test out in game and i'm getting this errors when loading the map

BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/hapis/lake_v2.prefab/Trigger"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_04.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_plaster_01.prefab"
Disconnected (Exception (cs:85884): NullReferenceException: Object reference not set to an instance of an object.
MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0)
MaterialSetup.OnEnable () (at <00000000000000000000000000000000>:0)
Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0)
World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0)
World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0)
World+<Spawn>d__79.MoveNext () (at <00000000000000000000000000000000>:0)
WorldSetup+<InitCoroutine>d__17.MoveNext () (at <00000000000000000000000000000000>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<Spawn>d__79:MoveNext()
<InitCoroutine>d__17:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
) - returning to main menu
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnClientDisconnected(String)
Network.Client:OnDisconnected(String)
Facepunch.Network.Raknet.Client:Disconnect(String, Boolean)
ErrorLogger:CaptureLog(String, String, LogType)
Facepunch.Output:LogHandler(String, String, LogType)
UnityEngine.Application:CallLogCallback(String, String, LogType, Boolean)
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<Spawn>d__79:MoveNext()
<InitCoroutine>d__17:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unloading 3 Unused Serialized files (Serialized files now loaded: 63)
NullReferenceException: Object reference not set to an instance of an object.
  at MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at MaterialSetup.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
  at Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 
  at World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <00000000000000000000000000000000>:0 
  at World+<Spawn>d__79.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at WorldSetup+<InitCoroutine>d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 
Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean)
World:Spawn(String, Prefab, Vector3, Quaternion, Vector3)
World:Spawn(PrefabData)
<Spawn>d__79:MoveNext()
<InitCoroutine>d__17:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Edited by Lady Mia

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Hi, I don't understand what the problem is. I have this location now installed on 2 servers, and everything is working, the servers are starting. If you're talking about the mesh collider, that this is normal, it's not a mistake, but just a comment, such a person often writes with prefabs

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