2 votes Vote

VSPro texture masks are applied in the wrong order (fix included)

Unity 2019.4.9f1/2020.1.6f1, MM 2.0.8
When using more than one texture mask for VSPro, MM applies the texture mask numbers in the wrong order causing the textures to be shuffled.

I found the problem being around line 83 in VSProMapsOut.cs, where you use i / 4 as the index for the maskGroupNums assignment.

Changing the line to this:
maskGroupNums[output.maskGroup] = output.maskGroup;
fixes the issue since you use the same indexing for the Color[][] array.

Refeas, 26.09.2020, 14:49
Idea status: completed

Comments

Sarynth, 23.11.2020, 02:45
This solution worked for me. Quick fix. Hope Wright sees it. :)

Still had an issue where initially the mask rules didn't seem to be populated somewhere along the pipeline, but now they're working nicely. (Hard to tell if VSPro isn't picking up the info, or if MM isn't pushing the info. Could be either.)
Wraith, 23.11.2020, 19:34
Thanks for reporting this, fixed for 2.1

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