Hi everyone,
I’ve started playing around with the Unity plugin, which works very well with the out of the box assets.
However, when I try to use my own asset from ion, Unity just crashes without any suggestion as to what might went wrong. I’ve also tried using the asset in Unreal, which also crashes.
Uploading to ion works fine and I get a nice preview in the correct location, but it just doesn’t want to load in either plugin.
I’ve attached the CityGML that I’m trying to use (Rotterdam, NL), maybe someone can test it or see what is wrong with it?
Thanks in advance!
FME_2F2E706B_1672225593378_4249.zip (11.3 MB)
At least Unreal does give me some logging;
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00006374616d6e75
UnrealEditor_CesiumRuntime!std::uninitialized_fill<std::_List_unchecked_iterator<std::_List_val<std::_List_simple_types<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,CesiumUtility::JsonValue> > > > * __ptr64,std::_List()
UnrealEditor_CesiumRuntime!std::uninitialized_fill<std::_List_unchecked_iterator<std::_List_val<std::_List_simple_types<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,CesiumUtility::JsonValue> > > > * __ptr64,std::_List()
UnrealEditor_CesiumRuntime!Cesium3DTilesSelection::BatchTableToGltfFeatureMetadata::convert()
UnrealEditor_CesiumRuntime!Cesium3DTilesSelection::B3dmToGltfConverter::convert()
UnrealEditor_CesiumRuntime!Cesium3DTilesSelection::B3dmToGltfConverter::convert()
UnrealEditor_CesiumRuntime!Cesium3DTilesSelection::SubtreeAvailability::~SubtreeAvailability()
UnrealEditor_CesiumRuntime!std::_Ref_count_obj2<Cesium3DTilesSelection::TilesetContentLoaderResult<Cesium3DTilesSelection::TilesetJsonLoader> >::`vector deleting destructor'()
UnrealEditor_CesiumRuntime!CesiumAsync::CesiumImpl::ImmediateScheduler<CesiumAsync::CesiumImpl::TaskScheduler>::SchedulerScope::~SchedulerScope()
UnrealEditor_CesiumRuntime!<lambda_c3bbe2f525419bca719c4acf171c4763>::operator()() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\CesiumForUnreal\Source\CesiumRuntime\Private\UnrealTaskProcessor.cpp:10]
Hi @jpvanmuijen,
Thank you for bringing this to our attention. We are taking a look and will let you know if we can figure anything out!
-Alex
Hi @jpvanmuijen,
I’m unable to upload the file you attached to ion - it’s producing a warning that it’s missing a Spatial Reference System.
We might be able to learn additional information about the issue using CesiumJS. In Cesium ion, can you use the “Open complete code example” at the bottom of the tileset information panel? Let me know if you are seeing any errors in the console.
-Alex
Hi Alex - thanks for your reply!
I realize I attached the incorrect file, attached is the correct one. The original was missing the SRS at CityModel level, as you rightly pointed out.
However, I also came to the conclusion that the GML I’m using might be in a bit wonky, so I’m doing some research in parallel to find our what might be wrong with it.
Cheers
FME_2F2E706B_1672225593378_4249.zip (1.2 MB)