public static void OnProBuilderUpgrade() { pb_Editor_Utility.ForceRefresh(false); // meshes need to be refreshed for some reason that I cannot recall. ProBuilderMenuItems.ForceCloseEditor(); // force close editor, which allows the new GUI to load resources. try { UpgradeSceneCollisions(); // r961+ uses Unity's component system for colliders } catch (System.Exception e) { Debug.LogWarning("ProBuilder failed upgrading scene collisions.\n" + e.ToString()); } try { NoDrawFix.FixNoDraw(); } catch (System.Exception e) { Debug.LogWarning("ProBuilder failed resetting GameObject flags. Try manually running Repair/Fix GameObject Flags.\n" + e.ToString()); } try { foreach (pb_Object pb in FindObjectsOfType(typeof(pb_Object))) { foreach (pb_Face face in pb.faces) { if (face.colors == null) { pb.SetFaceColor(face, Color.white); } } } } catch (System.Exception e) { Debug.LogWarning("Failed repairing vertex colors.\n" + e.ToString()); } }
public static void OnProBuilderUpgrade() { pb_Editor_Utility.ForceRefresh(false); // meshes need to be refreshed for some reason that I cannot recall. ProBuilderMenuItems.ForceCloseEditor(); // force close editor, which allows the new GUI to load resources. UpgradeSceneCollisions(); // r961+ uses Unity's component system for colliders }