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(Help) Loading Spaces at Unity - Props in a huge scale / position


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Hi, 

I have a unsolved problem which i couldn't handle, and i would like to somebody help me.
After a several time spending to finding the "right" version and all bugs corrections to use Unity properly, all my internal files, when i load it, the Position / Rotation / Scales are messed up! 
I've recognized analyzing the files in ".cfg", the Part Tools is not reading the dots in the vectors.  So, for example: 0.0345 turns in 345 when I load it in Unity, as you can see below in the link:

https://imgur.com/a/bvojMDW


My tools versions +configs:  

  • KSP 1.11 (Game Data with A.S.E.T + JSI + DE_IVAExtension + Squad + Expansions)
  • Unity 2019.2.2f1
  • Part Tools 1.8.0
  • TM Pro 1.0.56


Texture Issues Fixed following these  two topics

 

Thanks for everything!

Edited by Icaro.C
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  • 2 weeks later...

@Icaro.C do you happen to be on a non-English Windows PC? this sounds lie maybe that thing with international systems that use comma instead of period, for decimal numbers.

Maybe these links might help?

https://forum.unity.com/threads/unity-ignores-culture-settings.587452/

https://issuetracker.unity3d.com/issues/windows-editor-uses-os-locale-settings-i-dot-e-commas-instead-of-dots-in-float-inspector-fields-with-experimental-net-4-dot-6

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  • 10 months later...
  • 1 month later...
21 hours ago, Sesshaku said:

How did you fix it? What did you do in unity settings?

As I understand it. On a non English Windows PC they just had to use commas in the place of periods for the program to acknowledge the correct figures.

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I managed to fix it by creating a  script  in the unity project folder: right click > create > C#  Script.

You can rename it to FixCultureEditor.cs

open it (with a text editor is ok) and replace everything inside by  this:

Quote

    using System.Globalization;
    using System.Threading;
    using UnityEngine;
    #if UNITY_EDITOR
    using UnityEditor;
    #endif
     
    #if UNITY_EDITOR
    [InitializeOnLoad]
    public static class FixCultureEditor
    {
        static FixCultureEditor()
        {
            Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
        }
    }
    #endif
     
    public static class FixCultureRuntime
    {
        [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
        static void FixCulture()
        {
            Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture;
        }
    }

 

And it works, and you can forget it.

I don't code, thanks to @Stone Blue suggestion, I just dumbly followed this :

https://forum.unity.com/threads/editor-is-using-windows-locale-settings.442847/#post-3958150

 

Edited by Skalou
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