robert.malzan
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May 27, 2025 at 4:39 pm #1627
When creating a custom publishing target, you need to specify the domain/path where your project (.wbz) will be located (for instance http://localhost/myproject for testing). If XR4ED is your publishing target, everything will be set up properly for the shop (in the new release which will be published tomorrow). In the shop, Neofitos will soon add a link which will directly start the Portal Hopper, so you won’t have to download the vrml file.
May 27, 2025 at 4:31 pm #1626We didn’t change anything about the Distance Node, so the problem must lie somewhere else. I see you are setting visibility. There still is an issue with objects which are not visible on startup. Be sure to make them visible in your location and then invisible using the Start Node in the logic editor.
Another thing that may be confusing is the position of the Rig Node. The position is the center of the rig (the space around the user in VR) or the camera position in non-VR. The camera may be behind the avatar looking over its shoulder. I recommend using the Head Node instead of the Rig Node. The Head Node is always the camera position.
May 27, 2025 at 4:18 pm #1625pro tip: place it into the location as visible and make it invisible in the logic editor using the start node
May 27, 2025 at 4:17 pm #1624I’m happy this worked out 🙂 we plan to publish the next official release tomorrow
May 23, 2025 at 7:50 am #1608We only recently defined the naming conventions in the shop and so only the most recent file uploads such as the LightSwitch Demo are working. The only way I can think of how to save your Tuesday tests, is to send you a pre-release of the World Builder (which may have other bugs) if you send me an email to robert.malzan@nuromedia.com to request it (I don’t have your email address and you shouldn’t publish it here).
May 22, 2025 at 10:26 am #1606I think the fastest way to get your product integrated is the option to treat it as an external app which the hopper can automatically download, install, and launch.
To do this, you need to
- create an executable installer (setup) file, for instance “inno setup” and
- a vrml file
- upload both the vrml and the exe file to the shop to publish it
The vrml file might look like this,
<?xml version=”1.0″ encoding=”iso-8859-1″?>
<vrml>
<rootDomain>http://vrweb.Harmony4ED.com</rootDomain>
<creatorInfo>
<name>Wojciech</name>
<legalNotice type=”Text”>
Legal notice as text or link
</legalNotice>
<copyright>Harmony4ED 2025</copyright>
</creatorInfo><protocol name=”DOWNLOAD_AND_RUN”>
<downloadUrl>%ROOT%/myinstaller.exe</downloadUrl>
<executeRegistryEntry>HKEY_CLASSES_ROOT\\Harmony4EDAppName\\Shell\\Open\\Command</executeRegistryEntry>
<autoStart>true</autoStart>
</protocol><protocol name=”META_INFO” optional=”true”>
<name>Demo vrml for Wojciech</name>
<description>This downloads and installs a program</description>
</protocol>
</vrml>May 22, 2025 at 10:05 am #1604I just checked. Currently, the themes are still internal (XR4ED and Default) but we intend to open this up eventually.
May 22, 2025 at 9:47 am #1603Great work, Boris! 🙂 And btw, we improved drawing nodes dramatically on our side as well. Next release…
May 22, 2025 at 9:42 am #1602You are right about the grab button and thumbstick controller. The other buttons are kept unused on purpose because we want to implement nodes/signals for them. Actually, a signal would be superior but we haven’t decided which way to go yet.
May 22, 2025 at 9:31 am #1599For Hand Tracking to work in a Unity build (and of course the Portal Hopper is a Unity build) you need to register as a developer at Oculus/Meta. We are using OpenXR with the hand tracking drivers. You can build your Unity project to test and verify that hand tracking is working in your build.
May 22, 2025 at 9:14 am #1598When you say “appears to fly”, could the avatar be falling? This would be caused if the floor has holes in it. If that’s not the case, probably you should send me the project and I’ll check it out. I believe you already have my email address.
May 22, 2025 at 9:11 am #1597As a matter of fact, we only recently finalized how the assets are addressed in the shop from the Hopper/vrml side. The next release will have incorporated all those changes. The next release is scheduled for next week (if all goes to plan)
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