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Troubleshooting
- Try using file extensions that match the data: https://github.com/unitycoder/UnityPointCloudViewer/wiki/Import-Formats
- So if your data is "XYZRGB", use "filename.xyzrgb" (default method for detecting file formats is using file extension)
- Check https://github.com/unitycoder/UnityPointCloudViewer/issues/137
- And https://github.com/unitycoder/UnityPointCloudViewer/issues/125
- See URP issue above
- Or, test disabling other plugins from scene (like Graphy, or anything that uses UI or separate cameras for rendering)
Make sure you build x64 (64bit bit exe), instead of 32bit.
Adjusting android material(shader) pointsize is not visible in the editor, only in builds.
If start unity with commandline params: -force-glgore or -force-gles, then it might work in editor too.
https://docs.unity3d.com/Manual/CommandLineArguments.html
Delete scalars in CloudCompare (forum post)
"LAS Import might fail - only pointDataRecordFormat #2 & #3 are supported (Your file is 0)"
Its unknown las format, you need to open it in CloudCompare (or other external tools),
then save as LAS 1.3/1.4 format.
"Assets\PointCloudTools\PointCloudViewerDX11\Scripts\PointCloudViewerTilesDX11.cs(1025,28): error CS0227: Unsafe code may only appear if compiling with /unsafe. Enable "Allow 'unsafe' code" in Player Settings to fix this error."
Need to enable [x] Allow 'unsafe' Code in Project/Player settings
filename.bin cannot be opened with ReadAllBytes(), it might be too large >2gb UnityEngine.Debug:LogError(Object)
Limitation in the readallbytes, but in the next update (around summer 2019) can load these larger files too. https://github.com/unitycoder/UnityPointCloudViewer/issues/1
Check if your data uses commas instead of dots (only dots are supported)
// bad data 2295027 683,099976 880,200012 5544,700195 704,700012 879,400024 5538,500000 // good data 2295027 683.099976 880.200012 5544.700195 704.700012 879.400024 5538.500000
- If you are using DX12 mode, its not supported in most shaders
- Make sure your point cloud gets scaled and offset near 0,0,0 (otherwise it might be too far to see/find) or too big (if data is millimeters and its not scaled to unity meters)
- When converting data, set -minpoints= value (its default to 500 or 1000, so any tile that has less than that points, is skipped)
- For V3 must enable -randomize=true in the converter
- Disable SRP Batcher
- Check if your Unity titlebar has text "
<DX11>
", if it says "<DX11 on DX10GPU>
" that won't work - Also set your Camera background to white, just in case the points are black
- Points can also far away from view, try using (x) AutoOffset near 0,0,0
- Points might be scaled too much (so they become one single point in scene), try without scaling or with different values
- You need to download the custom DX11 versions, more info here