Boris Stajic

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Viewing 6 posts - 16 through 21 (of 21 total)
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  • February 27, 2025 at 10:55 am #841

    Great Robert, this is very useful. Thank you!

    February 27, 2025 at 10:53 am #840

    Hi Jason, thank you for your response!

    This is the node setup for the “Teleport_Here” and “Welding_Table” objects.

    When I disconnect the execute connection from TZ_POI_01(TriggerZone) to POI_Arrow_A this weird behaviour stops. The nodes appear to be executed in the World Builder without entering the play mode in the Hopper. Is this supposed to happen?
    Also, how can I detect when the Player has entered the TriggerZone?

    February 25, 2025 at 11:37 am #828

    I don’t think it’s necessary to overload the Parse JSON node that much. We just need a way to get the values as strings and then convert them to numbers.

    February 25, 2025 at 9:12 am #821

    Oh, I was close to getting the syntax right 🙂 Looking forward to the next update.

    Thank you Robert.

    February 21, 2025 at 6:56 am #779

    Great, thank you Robert!

    February 10, 2025 at 11:54 am #719

    Hi,

    I tested the import of many different 3D models of various sizes and levels of complexity into World Builder. Models were exported from 3DS Max in .FBX format. When I imported some of the objects they got stuck in the forever “Hold on” screen so I edited them and re-imported them until successful import.

    Based on the results of the testing, and many years working as a 3D artist, here are some “best practice” tips that may help you with your models:

    1. Avoid having n-gons in your mesh topology. Use polygons and triangles
    2. Check if you have multiple vertices on top of one another or free vertices floating around. Weld them and clean up before export
    3. Check if your normals are flipped. Unify normals before export
    4. Check the Smoothing Groups on your models. This one made me have problems when importing into World Builder. Clean up Smoothing Groups so that polygons don’t have multiple Smoothing Groups. To my knowledge, only 3DS Max uses terms like Smoothing Groups, so if you are using other software check for hard/smooth edges and check the normals of your vertices
    5. At all costs avoid polygon-heavy and scanned models. 3D models should be made with low poly gaming and VR pipelines in mind
    6. Avoid overlapping polygons, edges and vertices

    All in all the World Builder can load very complex models, but it’s not Unity. Be sure to follow the modelling guides for old-school low-poly games, mobile games development and VR.

    Hope this helps. Good luck!

Viewing 6 posts - 16 through 21 (of 21 total)