robert.malzan
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April 2, 2025 at 12:19 pm #1424
Maybe 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?
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 8 months 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.
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This reply was modified 8 months ago by
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