robert.malzan

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Viewing 15 posts - 136 through 150 (of 200 total)
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  • March 31, 2025 at 9:50 am #1406

    I 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 #1394

    I recommend exporting the model in glb file format. As far as we know, this should work.

    – Bob

    • This reply was modified 6 months, 2 weeks ago by robert.malzan.
    March 27, 2025 at 8:32 am #1393

    I 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 #1390

    You 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 #1389

    The 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 #1381

    The 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 #1378

    Btw, 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 #1377

    I 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 3:45 pm #1376

    Yes, the next release (0.2.2) will have a solution for this issue.

    March 21, 2025 at 3:44 pm #1375

    I’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.

    March 21, 2025 at 3:40 pm #1374

    The template publishing loads the template to the shop. You already did this, so I won’t say more about it.

    The ‘normal’ publishing is a two step process. The idea is that you may want to create a package of your work in one step called “export”. This creates a set of files which is incomplete as far as the web address is concerned, but contains everything about the project and its data (images, video etc.).

    In the second step you publish it by selecting the web address where the world will be located. The specific link (e.g. https://my.domain.com/my_world.vrml) is patched into the vrml file and some other last touches are performed. This creates the exact file structure which you can then upload to the web address where the world will be located.

    For more info on this topic you can read here.

    • This reply was modified 6 months, 2 weeks ago by robert.malzan.
    March 21, 2025 at 3:30 pm #1373

    Sorry to hear that. In such cases it would be great for us to get the Player.log file right after the crash which is located in

    C:\Users\<YOUR_NAME>\AppData\LocalLow\Nuro\Portal Hopper\Player.log

    This can help us locate what caused the crash.

    March 20, 2025 at 12:41 pm #1370

    If I understood you correctly, you want to provide the Android App as well as executable code for a game server and HTML or PHP code(?) for a frontend. This seems to me like three separate items which in my view should be three different products in the shop. You could place explaining text (with links into the shop to the other 2 products) to the Android product to let the user know that there are more products to buy/fetch.

    About the deployment scenarios, it seems to me that it is enough to just place all your products in the shop where they can either be downloaded by the player, by the moderator or by the local IT guy. The procedure appears to be the same in each case, but I’m not a UX or marketing expert.

    March 20, 2025 at 11:34 am #1361

    As a matter of fact “.predictions[0][0]” really doesn’t work. However, you want to access the Vector3 anyway and that works. See below:

    The output of the JSON file can be interpreted as anything, in this case as a Vector3. The cast is implicit because the input of the Cube is a Vector3. You can use an explicit CastVector3 node, but in most cases you won’t need that.

    What also works is to have more than 1 vector:

    .predictions[1]
    .predictions[2]

    Hope this helps!

    March 19, 2025 at 3:34 pm #1345

    Please delete “WorldBuilderSettings.json” which is located in “C:\Users\<YOURNAME>\AppData\LocalLow\Nuro\World Builder”. This should fix the issue. It looks like somehow the settings file seems to be corrupted and needs to be rebuilt.

     

Viewing 15 posts - 136 through 150 (of 200 total)