EDIT: if I press “Dismiss” on the error window I see animated strange lines instead of the particles. This looks like there is some incompatibility in the particle data for the editor…
I have tested the particle fx preview on a different mac, this time a mac book air. Same problem: particle fx cannot be previewed in Editor but work fine in game.
macOS Catalina, 10.15.3
graphic card: Intel HD Graphics 6000 1536MB.
Same engine and editor SHA1 as above.
Yes, I have a sneaking suspicion that this is caused by the notarization process for macOS. I bet it works fine on Windows and Linux in 1.2.165. I will investigate.
Same problem happened on Windows in 1.2.165
Particles editor don’t work.
The same error reporting:
“java.lang.AssertionError: Assert failed: (= 0 (mod (.limit buffer) (:vertex-size layout)))”
But particle system work fine in the engine.
PS: for your reference, after downgrade version to 1.2.164, particles editor came back, work fine, but i have to recreate all atlas file, it seems incompatible between 1.2.164 and 1.2.165.
Let me make an unrequested, blind and surely wrong guess (for which I apologize in advance): you are not informing the “editor particle fx player” about the vertex number of the sprite used by the particle system. In other words, I guess this bug is related to sprite trim.
However, it is really strange that this bug escaped the internal and beta test process…
Good guess, but the vertex format for particles hasn’t changed (nor has the vertex format for sprites or gui), and particles aren’t using sprite trimming (yet). But I don’t rule anything out
Good info about the Win32 particles not working either
Yes indeed! My assumption about the shared particlefx playback lib not being signed was wrong. We’re working on a fix that will reach the editor-alpha channel (ie the channel you should be on with the default editor) when we are done.
We found the problem and have made a fix. A new version should be available as an update within the hour.
As you all know we’re working on Vulkan support in the engine and it was a vertex format change in the runtime that had an unfortunate side effect of breaking the particle fx playback in the editor (the editor runs the same code as the editor when playing a pfx).