robert.malzan
Forum Replies Created
-
AuthorPosts
-
October 20, 2025 at 11:55 am #1944
I can mark this thread as closed as the issue was fixed in the meantime
October 13, 2025 at 3:27 pm #1912I can’t say right now if Unity Events work or not. Can you use events/actions instead and see if that makes a difference?
October 13, 2025 at 3:18 pm #1911Guys, why weren’t you at the bi-weekly meeting last week? I did a full description of the process there. What I recommend you do is to keep your special project on your server entirely and create a small mini-project in the World Builder from which you launch your installer vrml-file.
- In the mini WB project, you have just an image which is a snapshot from your app and maybe a text like “Please Enter here”.
- Surround the image with a trigger box. Activate the trigger for “body enters trigger box”
- In the Logic Editor, drag the trigger in as a callback node and attach it to a Change Location node. Set that node to change to an external location and enter the HTML-Link to your installer-vrml file
Use the publishing mechanism of the World Builder to publish this in the Shop. Make sure the link to your installation vrml-file is stable.
That’s it. 🙂
Of course you can also double-click on the vrml-file you downloaded from the shop to automatically launch the Hopper who in turn will automatically run your installer/launch-vrml as soon as the avatar enters the trigger zone. Hope this helps.
September 30, 2025 at 12:47 pm #1879I’m sorry to say that I just released the newest update today (Sept. 30th, 2025). So, this will have to wait until the next release.
September 23, 2025 at 3:00 pm #1867I use Inno and have no problems with the install. If the installer is worth its salt, it will create a 1 to 1 image of the original files. Make sure that the executable which is registered in the Registry is pointing at the exe file which will run your app. You should be able to manually run your app by double-clicking it after the install. If that doesn’t work properly, it might be because of a bad install of because of the following:
During my experiments with this feature, I also ran into issues with access right. If your app tries to store/edit any files in your folder, then this will not work if you installed it in the Programs (x86) folder because that’s protected. In that case you should change your scriopts to use C:\Users\<yourname>\AppData\LocalLow\YourDataFolder to store data. Unity has predefined paths for this in the Application class.
As a test if you are having protection issues, you could uninstall and reinstall into an unprotected folder (e.g. “C:\mycompany\myapp”) and see if that solves the issue.
September 23, 2025 at 2:47 pm #1866I will give another presentation this Wednesday. We can record the session to get a video.
September 15, 2025 at 10:59 am #1862Hello Andrea,
I hope you were notified about our latest release. In this release you can integrate assets directly from Unity asset bundles! So, no more need to convert your assets into glb and then individually import them into a project. Instead you can have multiple objects in one asset bundle and all the objects will automatically appear in the World Builder asset list when you import a Unity asset bundle. The assets can be handled like any other asset which you imported individually. This also works with videos, images, and audio.
September 10, 2025 at 3:39 pm #1857I just tested our new multi-location-test feature and it appears to work fine. In the new system, you should reference the locations by their internal location name (dropdown list) and not as a fixed server reference (link with “http:” in it). The hopper will automatically adjust the reference to link to the correct address.
So, please await the new release and see how it goes.
September 10, 2025 at 3:27 pm #1856Hello Pierre and who else wants to launch VR projects from the Portal Hopper. I recently wrote an article about how to launch an external app. This app can be created using any tool, typically Unity, Real Engine, Godot, Cry Engine, and more.
The Hopper will handle the download and launch. It will then wait for the external app to finish before grabbing the screen/headset again.
August 14, 2025 at 8:56 pm #1837I can’t test this here without a working site to test it against. Since you have one, could you please send me the simple project you created via email? I hope to be able to determine then why it’s not working.
August 14, 2025 at 8:54 pm #1836Please send me or post here your link to one of the 2 vrml files, so I can have a look what’s going wrong.
August 13, 2025 at 10:43 am #1833Yes, I can see that it’s missing. You need to get registered as a vendor. Neofitos is your guy. 🙂
- In the mini WB project, you have just an image which is a snapshot from your app and maybe a text like “Please Enter here”.
-
AuthorPosts