K.Wagrez Posted October 2, 2025 Posted October 2, 2025 Hello everyone, I have a problem that may come from my lack of understanding of the filesystem and the Engine's use of GUIDs. I have an empty folder (with just configs, the ung files), with a folder assets, containing only 2 umount files. These mount poitns are not read only, and have no filters. The default asset folder contains many assets, with their meta files. And maybe ond or two guids.db file. There should be no conflict with the IDs from the project folder. The project asset folder contains a whole hierarchy: The world is where I work. It was created in another isntance of Unigine, which behaves a little differently, but outputs meta files and a guids.db which contains all the assets in this project folder (I checked). When I run Unigine on the "empty" project folder (with the umounts), and open this world, the links to the assets are broken. The guids are correct, they are in the guids.db folder in the umount. But it's as if Unigine doesn't read the guids.db file in my umount. What did I miss ? Thanks in advance !
silent Posted October 3, 2025 Posted October 3, 2025 Hi Kevin, As far as I know, the engine should be able to read guids.db files from multiple mounts. Without seeing the actual content, error messages, and mount files, it’s difficult to determine the exact cause. If you could share them with me (a private link is fine), it would be much easier to investigate. There might also be a conflict if you have an 'assets' folder both in the default location and inside the mounts, but that’s just a theory for now. Thank you! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
K.Wagrez Posted October 3, 2025 Author Posted October 3, 2025 I tried on the side to setup two projects, one loading the assets of the other with a mount point, and it worked. I can't really send the assets I have, for it's actually a mess. Can duplicate GUIDs (the missing guids I'm looking for are not duplicate, but a lot are) cause problems in the mount points ? Also I have often this kind of message: Asset is invalid and can't be reimported because it is located inside a read-only mount point But these assets (textures mostly) are supposed to be valid, I litteraly loaded them in editor elsewhere. Is it because the editor might want to patch the runtime guid ? (Since I uppose it doesn't mount the runtimes folder) Actually the assets with the missing guids are landscape terrains that were generated in a runtime tool, by code. And I'm trying to load it from the editor. Could it cause problems ? I'm not sure if I'm going to spend more time on this, since this clearly is a problem due to the weird use case/architecture of assets. But I really wish I could debug the whole GUID finding process right now :p
silent Posted October 3, 2025 Posted October 3, 2025 Hi Kevin, Quote Can duplicate GUIDs (the missing guids I'm looking for are not duplicate, but a lot are) cause problems in the mount points ? Yes, duplicated GUIDs can definitely cause issues. Please, correct me if I wrong, but looks like there are 2 independent issues(?): Error messages displaying for all(?) textures that are being mounted from the external directory? But the textures itself are displaying in the world? lmaps are not being displayed after mounting? The first issue (textures) may occur if there is a mismatch in the .meta files, especially when different engine versions are involved. It’s difficult to say for sure without reviewing the actual content (or at least the .meta files, engine log with errors, and .umount files). There could be another reason as well, but without that information it’s hard to provide an exact explanation. The second issue may also be related to an incorrect .meta file generated for the lightmaps. Again, we would be able to provide more clarity after reviewing at least the engine log along with the relevant .meta and .umount files. I also don’t see the root_mount.umount file in the default (empty) folder where you are trying to mount the external content. This file should normally be placed in the data directory, and its absence might also be affecting the current behavior. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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