robert.malzan

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  • September 30, 2025 at 12:47 pm #1879

    I’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 #1867

    I 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 #1866

    I will give another presentation this Wednesday. We can record the session to get a video.

    September 15, 2025 at 10:59 am #1862

    Hello 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 12, 2025 at 2:16 pm #1859

    Then katalava. What prices?

    September 10, 2025 at 3:39 pm #1857

    I 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 #1856

    Hello 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.

    September 1, 2025 at 10:37 am #1847

    it’s in the list now 🙂

    September 1, 2025 at 10:36 am #1846

    got it

    August 14, 2025 at 8:56 pm #1837

    I 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 #1836

    Please 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 #1833

    Yes, I can see that it’s missing. You need to get registered as a vendor. Neofitos is your guy.  🙂

    August 11, 2025 at 3:11 pm #1831

    The link should read https://xr4ed.cellock.com/product/list there, in the top right-hand corner you should see “Add Product”. Sometimes this button is outside of your screen and you may have to scroll to the right to see it. If you don’t see the Add Product button, then you may not have the right permissions. In that case please contact Mr. Neofitos Vlotomas from Cellock.

    Otherwise click that button and you will be led to a create product screen. I think you see what to do there.

    August 8, 2025 at 9:41 am #1829

    Sure. As the models are not created by the World Builder, the WB does not support an automatic upload. Instead, please go to the XR4ED shop directly, log in and upload your 3D assets there. The ‘native’ format of the WB is .glb, but it can also import other formats such as .fbx and .obj.

    July 18, 2025 at 10:05 am #1821

    Please bring this topic to our meeting next Wednesday. We can stay longer at the end of the meeting and discuss the details. The SDKs on github have unfortunately not been updated for logistical reasons (access rights), but I can provide you with zip files which you can download. I don’t want to post the links here because they will become invalid soon. However, you may not actually need to download them depending on what you want to do exactly. But let’s discuss that next Wednesday.

    The short answer is yes, you can create your entire project in the Unity editor and later adapt it to run in the Portal Hopper.

Viewing 15 posts - 1 through 15 (of 200 total)