I never tested it on webGL.
I sent the ticket, it says they answer in 3-5 days, so you should see the refund some time after that.
What's the order number?
If you upgraded to 2018, and redownloaded the package, it might have over-written the converter script that had the fixes you made, which might be why the divide by zero error came back. I can't think of any other reason it would be back. It should be very fast to upgrade the prefabs, if it was going that slow then... assuming it wasn't spamming any errors in the console... it sounds like "undo" might have been enabled, I know undo can slow it down ridiculously during that particular loop, because it wants to save an undo state for the entire scene after each tree is changed. But I would think it would turn off undo during that process, so I don't know why it would have been saving undo states during that process. Sorry I didn't get back with you sooner, had family over. And sorry it didn't work out. I originally spent a full year creating this tree system (working like 16 hours a day on it)... the shaders are fantastically complex.... thinking it might compete with speedtree, but for some reason my trees never sold much, just a few each month, so after the initial release there just wasn't enough sales to justify me really working much more on it, so except for the 2018 update I haven't done much except try to help fix bug reports like yours, when they come in. But with the sales being so few, I don't actually get many bug reports either, I mean, the bugs you reported here were obviously in the package since day one and nobody said anything, so that tells you how low my sales have been. Anyway, I'm not trying to talk you into using the trees anymore, just wanted to give you some context so you'd understand that I'm not a big company, and that's part of the reason why you found problems in the package. But the real meat of the package is the shaders, which are what I spent most of that year working on.. but unfortunately you probably hardly got to see much of the shaders due to the scripts giving you so much problems. Sorry about that.
Oh I just thought of something... if you had already put lushLOD trees into your scene, but you need to re-convert them for whatever reason, I believe the 2018 version has an option to upgrade the trees. I think you just select a lushLOD tree in your scene, and there should be a button to upgrade it to a newer prefab.
So if you run the converter scene again and you want to not lose any work you may have done on your scenes... like if you had already been adding lushLOD trees to your scenes... then if you run the converter again and you have a new output folder... you can go to the scenes you had been working on and select any lushLOD tree in your scenes and there should be a button on each tree to upgrade each type of tree to the newer prefab, so you don't have to place all your trees all over again. It only has to be done once for each scene, for each type of tree in the scene... even if you have thousands of copies of each type of tree.
Also, there's a converter to convert an entire scene... if the scene is using Unity Trees (not lushLOD trees), you can convert the whole scene into LushLOD trees, and keep all the positions of the trees intact. There's some extra steps you have to do though to make that work... like, you still have to run the converter scene first, and have an output folder ready with all the lushLOD prefabs, but it'll convert all the unity trees into the lushLOD trees, and save their positions on the map. All the info on how to do that should be in the online version of the documentation. Be aware that your documentation is for the 2017 version... so don't read your local copy of the documentation... use the online version of the documentation, which I think is all found here on this website.
Nice! Well then, keep a copy of that zip file somewhere. Of course, if you lose the zip, or if I come out with any more major updates (which is unlikely........) just ask and I'll send it again. I'll go ahead and delete the link now. I'll mark this thread as solved, but if you run into any more problems we can keep talking on this thread. :)
I've already put the camera sizing fix in, so that in any future updates that fix will be included for everyone. But I'm probably not gonna rush an update out just because of that fix, since nobody else has ever reported this problem, so I think it's probably pretty rare.
Just read your message... I suggest you try the manager's button at the bottom of the manager to "revert all"... and see if that puts the trees back into a working state. Something must have messed them up. Possibly you changed something while working with them. That button sometimes will just instantly fix everything. But if not, then I'd suggest you delete the whole LushLOD folder, and redownload a fresh copy of LushLOD... to get it back working agian. Then, install the 2018.1 upgrade from the zip I sent you. Then, open the Gaia scene and select the manager to make the tree's quit being black colored, and it should all transition fine when you click play.
The fact that the trees got messed up the way you are describing... that was because of a bug... and I'm pretty sure I fixed that bug in 2018, so hopefully you'll never see it again now that you're installing the 2018 scripts.
Hmm I followed you on twitch but I don't see an option to send a zip file? Oh well, here's a link to directly download it. Let me know once you've done the download so I can cancel the link, because anyone can use this link lol.
[ link deleted ]
Be sure to close the project first, and exit out of unity probably.
Then delete the scripts folder form LushLOD/scripts and replace it with the scripts folder inside this zip.
Then also delete the shaders folder from LushLOD/Internal Files/Shaders, and replace it with the shaders folder form this zip.
Then restart unity 2017.1 and it should all just work... try loading up my Gaia demo scene (not the "fast" one). The trees might look black first, but just select the manager and the manager will detect the problem and should instantly fix it. That should only happen just the first time, and it's because your trees were created on 2017 and the manager fixed them to work on 2018, or something like that.
And then click play, and they should transition... just fine. My trees that is, in that Gaia demo scene. Then in the manager, you should see a bunch of new slider bars to control the shadows, including an ambient occlusion slider. Try each slider and see what they do. The slider that controls night and day will appear to do nothing, but you just need to make the sun go down to see it (change the angle of the main directional light, to make the sun go down). The transluciency sliders are more noticeable if you are behind the trees (away from the sun).
If it all looks correct, then again, I'd suggest trying to drop one of your trees right into that gaia demo scene and see if your tree busts the whole scene and makes all the trees stop transitioning, or... just see what happens. Might want to create a backup of the scene first though, so you don't have to redownload it in case you mess it up.
Wait, even my tree isn't transitiong? What about if you load my main demo scene... the one named Gaia Demo (not the "fast" one). If you run that scene, the trees definitely should be transitioning. If the trees are transitioning correctly in that demo scene, then maybe try making a copy of that demo scene, and then drop your tree into the scene, and click play. Then see what happens.
Wow it works great actually, I just had to fix 5 lines that had errors and boom, I got ambient occlusion on 2017.1... gimme your email or something and I'll send you a zip with the scripts and shaders folders for 2018.1
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