robert.malzan
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April 11, 2025 at 11:51 am #1455
Hand tracking is now implemented in Release 0.2.2. You can download it now. The setup is as follows:
In the hierarchy, you’ll find
Hope this helps!
Bob
April 10, 2025 at 5:32 pm #1449The endpoints are described here. Please refer to Cellock for more information. You might think you have to write your own Login Plugin, but this plugin type is only meant to be used by the WB. If you want your project to call the XR4ED API, then you can theoretically use our WebRequest Node and JSON node to interact with the Backend from Cellock. It is still complicated but doable with some experience.
Does this answer your question?
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This reply was modified 23 hours, 52 minutes ago by
robert.malzan.
April 10, 2025 at 11:49 am #1446Yes, we want 360° Videos, non-stereoscopic for now. Can you work with that? Do you have a link you could share where I can download such a video?
If all goes well, we should have our next release ready after 2-3 weeks.
April 9, 2025 at 2:19 pm #1444Can I consider this thread to be solved? If so, would you be willing to share your code? Either other colleagues can benefit from your success or perhaps you’d like to “donate” the code so we can integrate it into the WB code base to make it available for everyone.
April 9, 2025 at 2:16 pm #1443In the next release, we have a very nice 360° Image projection. The video will have to wait until the release after, but we will do it unless you want to? With the runtime scripting, you can write your own Nodes for the Logic Editor.
April 8, 2025 at 3:10 pm #1437try this, call
var components = FindObjectsOfType<DataComponentBase();
and then
foreach
if (component is MyCustomClass)
{
//do something with it
}
That might work.
April 3, 2025 at 4:08 pm #1434It turns out, the Runtime Compiler has a “White List”. Any usings of namespaces which are not in the White List will be purged. This is to ensure nobody calls dangerous commands which may harm the device/computer it’s running on. Think of the harm you could do with “using System.IO”…
Linq will be in the White List in our next release. We also plan to publish this list so everyone can check against it or request that we expand it.
April 3, 2025 at 4:00 pm #1433I guess, send me your node code and I’ll check what’s wrong with it. Are you sure that the script which has an Instance variable is added somewhere to a GameObject? Otherwise the class was never instantiated and really doesn’t exist.
April 2, 2025 at 3:54 pm #1430Good news: adressing .entries[x][y] now works just fine.
This example will debug print first “5.75” and then “New Text: World”. Wait for our next Release!
April 2, 2025 at 3:49 pm #1429Like I said in the tutorial, the solution is to only respond to button down, but in the logic above you increment on every change (button down and up), so the counter counts 2 each button press. To avoid that, add an if node with the New Value output of your button signal as the condition. Then only increment on the true output of the if node.
April 2, 2025 at 12:19 pm #1424Maybe this helps some…
{
“dependencies”: {
“com.nuro.processes”: “file:../../processes”,
“com.nuro.world-builder.asset-management”: “file:../../wb-asset-management”,
“com.nuro.world-builder.node-editor”: “file:../../wb-node-editor”,
“com.nuro.world-builder.plugin-core”: “file:../../wb-plugin-core”,
“com.nuro.built-in-assets”: “file:../../built-in-assets”,
“com.nuro.world-builder.runtime-scripting”: “file:../../wb-runtime-scripting”,
“com.paps.unity-toolbar-extender-ui-toolkit”: “https://github.com/Sammmte/unity-toolbar-extender-ui-toolkit.git?path=/Assets/Package”,
“com.unity.2d.sprite”: “1.0.0”,
“com.unity.ai.navigation”: “2.0.5”,
“com.unity.cloud.gltfast”: “6.10.1”,
“com.unity.editorcoroutines”: “1.0.0”,
“com.unity.ide.rider”: “3.0.34”,
“com.unity.ide.visualstudio”: “2.0.22”,
“com.unity.inputsystem”: “1.12.0”,
“com.unity.nuget.newtonsoft-json”: “3.2.1”,
“com.unity.recorder”: “5.1.2”,
“com.unity.render-pipelines.universal”: “17.0.3”,
“com.unity.sharp-zip-lib”: “1.3.9”,
“com.unity.test-framework”: “1.4.5”,
“com.unity.timeline”: “1.8.7”,
“com.unity.ugui”: “2.0.0”,
“com.unity.vectorgraphics”: “2.0.0-preview.25”,
“com.unity.xr.interaction.toolkit”: “3.0.7”,
“com.unity.modules.accessibility”: “1.0.0”,
“com.unity.modules.ai”: “1.0.0”,
“com.unity.modules.androidjni”: “1.0.0”,
“com.unity.modules.animation”: “1.0.0”,
“com.unity.modules.assetbundle”: “1.0.0”,
“com.unity.modules.audio”: “1.0.0”,
“com.unity.modules.cloth”: “1.0.0”,
“com.unity.modules.director”: “1.0.0”,
“com.unity.modules.imageconversion”: “1.0.0”,
“com.unity.modules.imgui”: “1.0.0”,
“com.unity.modules.jsonserialize”: “1.0.0”,
“com.unity.modules.particlesystem”: “1.0.0”,
“com.unity.modules.physics”: “1.0.0”,
“com.unity.modules.physics2d”: “1.0.0”,
“com.unity.modules.screencapture”: “1.0.0”,
“com.unity.modules.terrain”: “1.0.0”,
“com.unity.modules.terrainphysics”: “1.0.0”,
“com.unity.modules.tilemap”: “1.0.0”,
“com.unity.modules.ui”: “1.0.0”,
“com.unity.modules.uielements”: “1.0.0”,
“com.unity.modules.umbra”: “1.0.0”,
“com.unity.modules.unityanalytics”: “1.0.0”,
“com.unity.modules.unitywebrequest”: “1.0.0”,
“com.unity.modules.unitywebrequestassetbundle”: “1.0.0”,
“com.unity.modules.unitywebrequestaudio”: “1.0.0”,
“com.unity.modules.unitywebrequesttexture”: “1.0.0”,
“com.unity.modules.unitywebrequestwww”: “1.0.0”,
“com.unity.modules.vehicles”: “1.0.0”,
“com.unity.modules.video”: “1.0.0”,
“com.unity.modules.vr”: “1.0.0”,
“com.unity.modules.wind”: “1.0.0”,
“com.unity.modules.xr”: “1.0.0”
}
}April 1, 2025 at 11:22 am #1421I could reproduce the problem on my end. It turns out that your glb object does not have a root element like the glb files we tested with. We fixed this issue now and you’ll receive it in the next release. However, you could probably already get it to work if you exported your model with a root object.
March 31, 2025 at 3:59 pm #1417You sent me an obj file with external materials. This does not work in the World Builder. Can you please send a glb file instead?
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