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If a Scene is selected in the Asset List Panel a "String too long for TextMeshGenerator. Cutting off characters." error message can be thrown by the Asset Details Panel. This happens when the string used in GUIStyle.CalcHeight for the Asset Details panel goes beyond the 65,534 vertex limit.
This tends to happen more often with Scenes that have a massive amount of implicitly included assets. This could also happen with smaller scenes if the implicitly included assets have long names, but less likely. This can potentially happen with any asset that has a long implicit include list.
One possible solution might be to redesign the Asset Details Panel so that each implicitly included asset is a separate entry in the panel.
The text was updated successfully, but these errors were encountered:
In order to avoid this error I modified the code within ABModelAssetInfo.GetMessages(). While evaluating dependencies I check if the dependency string generated is longer than 15000 characters. If the string is longer than the limit, I change the string to state the amount of dependencies instead.
If a Scene is selected in the Asset List Panel a "String too long for TextMeshGenerator. Cutting off characters." error message can be thrown by the Asset Details Panel. This happens when the string used in GUIStyle.CalcHeight for the Asset Details panel goes beyond the 65,534 vertex limit.
This tends to happen more often with Scenes that have a massive amount of implicitly included assets. This could also happen with smaller scenes if the implicitly included assets have long names, but less likely. This can potentially happen with any asset that has a long implicit include list.
One possible solution might be to redesign the Asset Details Panel so that each implicitly included asset is a separate entry in the panel.
The text was updated successfully, but these errors were encountered: