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MikeChemi avatar MikeChemi commented on May 19, 2024

Hi Megan!

Acoustics voxels are only visible while in play mode. Drawing them causes frame rate to drop, so we only draw them within a few meters of the main camera by default. If you turn on gizmos, enter play mode, and look around the main camera, you should see voxels.

If you don't see voxels, double check that your Acoustics Manager's transform is set to identity.

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onaccident avatar onaccident commented on May 19, 2024

Could you send a screenshot of the acoustics manager transform being set to identity? Mine does not appear to have any setting like that. [Not seeing any voxels in my bake - your demo looks fine]

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MikeChemi avatar MikeChemi commented on May 19, 2024

Sure! It should look like this (with your ACE file listed instead):
image

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onaccident avatar onaccident commented on May 19, 2024

Nice, I found them!

Separate question - the probes are too high and the voxels are not placed where I saw them to be when I baked them. When I baked them, they appeared to be player ear level and now they are probably a story (4 meters?) too high. I played around with the probe location region, but it doesn't seem to lower them. How does one transform the ace file down?

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onaccident avatar onaccident commented on May 19, 2024

I actually just figured this out, sorry for the spam!

The game object that is the acoustics manager is affected by unitys position. It needs to be perfectly aligned to wherever it was for the bake. I must have moved it.

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MikeChemi avatar MikeChemi commented on May 19, 2024

Great that you found them! Sorry to hear they don't line up properly. You are correct that Unity's position does affect things. If the Acoustics Manager is parented to another object, that parent object's transform will be applied. Similarly, if the actual scene has changes position after being baked the Acoustics Manager also needs to have its position changed by the same amount.

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