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Using TextMeshPro causes point cloud to duplicate #137

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Tymiec opened this issue Oct 17, 2022 · 7 comments
Open

Using TextMeshPro causes point cloud to duplicate #137

Tymiec opened this issue Oct 17, 2022 · 7 comments

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@Tymiec
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Tymiec commented Oct 17, 2022

For unknown reasons when using TextMeshPro in the scene it causes the point cloud to render two times, presumably once from the main camera as intended and second time from the camera assigned to TextMeshPro even though it is set to be rendered only by MainCamera

also render only main camera in PointCloudViewerTilesDX11 gives an error
NullReferenceException: Object reference not set to an instance of an object unitycodercom_PointCloudBinaryViewer.PointCloudViewerTilesDX11.OnRenderObject () (at Assets/PointCloudTools/PointCloudViewerDX11/Scripts/PointCloudViewerTilesDX11.cs:1022) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Even if you try to workaround the error by coding to use only one camera it still renders using all cameras.

Any suggestions on how to fix that?

Unity 2021.3.1f1

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@unitycoder
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are you using BiRP/URP/HDRP?

@Tymiec Tymiec closed this as not planned Won't fix, can't repro, duplicate, stale Oct 17, 2022
@Tymiec
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Tymiec commented Oct 17, 2022

are you using BiRP/URP/HDRP?

We are using URP

@unitycoder
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ok ill test / check

@unitycoder unitycoder reopened this Oct 17, 2022
@unitycoder
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in the meanwhile,

possibly one workaround:

  • Use this custompass feature URP Support #126
  • add this line there if (renderingData.cameraData.camera.CompareTag("MainCamera") == false) return;
  • image

info about Camera.current being null in URP
https://forum.unity.com/threads/camera-current-returns-null-when-calling-it-in-onwillrenderobject-with-universalrp.929880/
so apparently would have to create helper script to detect, what is current camera,
and then could feed that into viewer, and exit OnRenderObject early, if not main camera..
https://docs.unity3d.com/Packages/[email protected]/manual/using-begincamerarendering.html

@Tymiec
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Tymiec commented Oct 17, 2022

Workaround worked but the second camera that is being used for the interface still renders unless you place it outside of render distance.

@unitycoder
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does that happen, even if added that on extra line of code? (i didnt see in camera preview at least)

@Tymiec
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Tymiec commented Oct 18, 2022

does that happen, even if added that on extra line of code? (i didnt see in camera preview at least)

We focused on URP support and forgot to add the line of code you suggested, now workaround works as intended

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