robert.malzan
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March 31, 2025 at 3:50 pm #1415
This should do it. Replace “Start” with the flow when you wish to increment the score.
March 31, 2025 at 10:03 am #1410Sure. Please send your model (as a glb) to me: robert.malzan@nurogames.com. If it is very large you could upload it to your OneDrive or Google Drive account and send me the download link instead.
March 31, 2025 at 10:01 am #1409Many things may have gone wrong. I suggest you check the error output from the World Builder after each code import (press F12) to make sure the code compiled properly. Then, you need to restart the World Builder when you change any of the already imported code or folder with code (because the ‘old’ code is already bound to the World Builder).
If all else fails, you can post the code here and maybe we can figure out together what’s going wrong.
March 31, 2025 at 9:54 am #1407You wrote
By trying to do this, we also realized that in order to be able to properly see the game objects when their visibility becomes true, we have to set their visibility to false at start in the logic editor. If we set them not visible in the location view, when we activate their visibility by clicking the buttons, they lose some features. Is this expected?
Yes, this is a bug.
As for the first part, may I see the logic? I need to see the diagram and perhaps also the signals page.
March 31, 2025 at 9:50 am #1406I recommend using a Signal variable for this purpose. The variable could be of float or integer type (whatever you want) and would not need a cast.
March 27, 2025 at 8:34 am #1394I recommend exporting the model in glb file format. As far as we know, this should work.
– Bob
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This reply was modified 2 weeks, 2 days ago by
robert.malzan.
March 27, 2025 at 8:32 am #1393I haven’t played around with DLLs yet. Clearly, DLLs are the way to go if you wish to extend the World Builder user interface. Maybe it doesn’t work so well for runtime. What I can say is that functionality that’s supposed to run in the Hopper (nodes, Data Components, etc…) is better placed in scripts which are compiled at runtime.
March 26, 2025 at 8:41 am #1390You need to “buy” it in the XR4ED store (put in cart and check out). Then it will download and install automatically the next time you start the World Builder.
March 26, 2025 at 8:34 am #1389The MyDLL class should not be static. So, you need to create it first:
m_MyDLL = new MyDLL();
m_MyDLL.DoSomething();Then you should be able to access it. But why? You could put all the DLL code into the AutoAdaptiveObject Data Component. It would be more compact and less complicated.
March 24, 2025 at 2:00 pm #1381The only thing that looks wrong to me is that you don’t have a namespace for your class. I’m not sure that’s the reason but you may want to try that.
March 21, 2025 at 3:51 pm #1378Btw, you may have noticed that we now (version 0.2.1) have a node with a whole range of logic operations, including the ones you suggested 😉
March 21, 2025 at 3:49 pm #1377I suggest you use the AR App Wizard even if that’s the only thing you use the World Builder for. The Shop settings can be confusing, so it would be easier for you. After publishing a few AR products you can analyze the required ‘internal’ structure and switch to publishing it manually directly in the shop.
March 21, 2025 at 3:44 pm #1375I’m not clear yet what you are trying to do. Zoom is a camera function which the Hopper already provides. But when you say zoom maybe you’d like to enlarge and/or shrink the image? That can be achieved by altering the scale and position of the image using math nodes.
The same goes for panning. The hopper cal pan (rotate around its y axis) already. But when you say pan image maybe you want to rotate the image around the user? That can be achieved using the Rotate node.
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