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Invalid position buffers #42
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@jpvanmuijen so if I understand well, then the problems is only with Cesium for Unreal? Cesium for Unity does work. Correct? What about CesiumJS? |
No, sorry. None of those three seem to work. Unity just doesn't throw any errors. JS returns |
Could you try to load https://data.3dgi.xyz/3dtiles-test-data/tilesets/buildings/tileset.json into Unreal? And what is the software from the screenshot above? |
Thanks for checking. I'm not familiar with the Cesium integrations for Unity or Unreal, so I cannot say what goes wrong. But I can think of two things:
Could this be the problem? |
Thanks! My JS setup was very quick & dirty, but good to know that this does seem to work. That might actually solve the business issue for me. I will go ahead and setup a proper JS application. As for Unreal; this page refers to the two metadata extensions, where it states that they currently support feature_metadata but are planning to move to mesh_features. Which implies that they don't support the latter yet, so that might be the main issue? The Unity documentation doesn't even mention these extensions, so that might be a long(er) shot. Edit: so even in the most basic setup, |
It would be good to get to the bottom of this. Could you tell me these please?
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Ok, great! Thanks for the effort. the tyler command
(I'm using a .bat file on Windows) |
Hi, any updates on this @balazsdukai ? |
I am trying to use the Tyler generated tilesets in Cesium for Unity/Unreal/JS. The tiles are loading correctly (i.e. shown in the hierarchy), but no geometry is shown. Unreal returns the following error;
LogCesium: Warning: [..]/tiles/1/1/1.glb mesh 0 primitive 0: Invalid position buffer
. I've tried both implicit and explicit tiling, but to no avail.When loading the tilesets in our own Unity Kadaster viewer, all is working well.
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