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MackeyK24 last won the day on February 18

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About MackeyK24

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  1. The preferred or standard actor movement

    Kool deal... I will probably focus on using PhysicsImposter then for third person control... Thats what unity uses anyway via Rigidbody Component. Thanks @Deltakosh.
  2. When make a game and NOT using the default First person view type camera movement... When you actually have to move a 3rd person view of a player or actor around... Using mesh.moveWithCollisions or using physics imposter set linear velocity ??? How are you to handle things like Jumping using each one these types of movement ??? If using physics for all movement, what is the overhead of adding to physics state to every object in the would that your= should NOT pass thru ??? And does anybody know what up with the way mesh.moveWithCollisions auto raise and keep raised the mesh from the ground... nearly 2 units... There has to be some rhyme or reason for that... Right ??? Anyways... Any help soon these questions will better help me make default movement systems for BabylonJS Toolkit Made Games And @Deltakosh and @Sebavan .. As always... I would luv to hear what you think about this stuff
  3. Convert LOD View Frustrum percent to distance

    EDIT: Yep I guess so... thats what use in the Toolkit to setup a camera... Unity: lodBias = 2.0 So you think I can get distance for each LOD by: var distance = lodBias * ((farClip - nearClip) * percentage) BabylonUniversalCamera babylonCamera = new BabylonUniversalCamera { name =, id = GetID(camera.gameObject), fov = camera.fieldOfView * (float)Math.PI / 180, minZ = camera.nearClipPlane, maxZ = camera.farClipPlane, parentId = GetParentID(camera.transform), position = camera.transform.localPosition.ToFloat() };
  4. Convert LOD View Frustrum percent to distance

    So in in unity... That would be the Near and far clipping planes... Right???
  5. Billboarding... How to actually use it

    So a billboard is just a "Plane" mesh standing up with mesh.billboardMode = ALL /// FACE CAMERA and the Material is just a regular material... your using a color , but I assume I would assign a diffuse texture to use an image ???
  6. Convert LOD View Frustrum percent to distance

    Thanks @Deltakosh for responding ... Unity does not seem to "Specify" a camera... just use these percentage values... Should I ALWAYS use the Babylon.MainCamera (activeCamera) to do these calculations on the client side (since I don't have a way of saying a specific LOD Group is associated with a certain camera)... And what is Camera minZ and maxZ... would these exists in Unity Camera (maybe called something else)... so I can calculate what the distance is on the unity side then serialize distance values for each LOD group ??? What do you think?//
  7. I am trying to add a 4th LOD that is a billboard, but I don't see anywhere on how to actually use a billboard... how to make a billboard with a texture... Like a tree image. Can anyone tell me how to create billboard meshes with a texture... is that just a mesh with NO geometry BUT it does have a texture???
  8. Hello guys... Got another tough one form me, hopefully someone can help. I am making a component for the BabylonJS toolkit to support LODGroup... to automatically build LOD support for meshes. In unity, when setting up a LODGroup... the levels are specified in percent: The documentations says "The percentages in the LOD bars represent the fraction of the view frustum depth where that LOD level becomes active. But in Babylon we apparently use actual distance values to setup LOD... My question is how can I convert these percentage values to distance to mesh.addLODLevel ??? Yo @Deltakosh and @Sebavan or @Wingnut ... SOMEBODY Please chime in here
  9. When I place a capsule as a player and set the capsule right above the ground (0.1) and using moveWithCollision... Right when the scene starts... the capsule rises up a little and all the moveWithCollision the capsule is above the ground almost a half o unit... Why does it do that... and what can I do to put my character capsule on the ground (or really close to the ground) and move around with collision ???
  10. Do anybody know if its possible to create a class Like InstancedMesh BUT use a separate skeleton... So I can either clone or build up a skeleton for each instancedMesh to use... that way each instanced mesh could play a separate animation... Don't know if its possible with the current InstancedMesh class but maybe can be re-write a class of subclass that can handle using a seperate skeleton... Maybe just wishful thinking Yo @Deltakosh do you think would be possible at all ???
  11. Standard Material Diffuse Color Changes

    Thanks @Temechon @Deltakosh helped out some of syntax... Looks WAY Better now... I broke the features from the docs down into 12 main areas.... Working on the specifics for those 12 main areas now
  12. Standard Material Diffuse Color Changes

    Thanks @Deltakosh .. You da man
  13. Standard Material Diffuse Color Changes

    BTW... there is the actual file just in case you wanna re-format that so I know what to do for the rest of the pages
  14. Standard Material Diffuse Color Changes

    Dude, I have started and stopped and re-started that DARN documentation several times over and I STILL can't get to look or work right. 1... I don't know the syntax so the formatting is all screwed up 2... I don't know how to reference internal pages I tried [Sample Page](exporters/mysamplepage) but does not work 3... I don't know how to make image show up in page so I can show my snapshots I just really suck at that part. Here is an example of my first intro page I'm working on: --- ID_PAGE: 25111 PG_TITLE: Unity --- ## BabylonJS Toolkit The BabylonJS Toolkit is designed to provide a small subset of the Unity Editor design time features to export native BabylonJS scene files. You can create your games using a design time component based architecture. Please refer to [Unity Editor Documention]( for details on creating scenes and adding components. The toolkit exports game objects that have a camera, light or mesh component attached. The toolkit also provides built in script components to support native BabylonJS engine features at desgin time. Additional Unity components supported are collider, navigation and animation components only. Perspective and orthographic cameras are supported. The 'Allow HDR' camera options can be set to enable the native high dynamic range post processing rendering pipeline in your exported scene file. The defautl camera mode will be set to Universal Camera. The Camera Rig component supports detailed camera control allowing easy camera type selection and specfic runtime camera mode options. The toolkit exports non baked directional, point and spot lights. Realtime lights are standard lights that illuminate the scene at runtime. Baked lights are used for lightmap shadow baking at design time. Mixed lights are used to illuminate the scene as well as provided baked lightmap shadows. All realtime and mixed lights will be included in the exported scene. All full baked lights will not be included in the exported scene file. This will allow for detailed lightmap baking using as many baking lights as required to achieve the best shadow effects as possible without using any of the baking light resources at runtime. Please refer to [Unity Editor Documention]( for details on baking lightmaps and lightmap parameters. Skyboxes for the scene are primarily controlled via the Unity Lighting Panel. The scene controller's Skybox Options allow for more detailed settings at runtime. ## Getting Started [Project Setup](exporters/00_ProjectSetup): The toolkit requires a project folder for asset file export. A scene controller is also required to support default scene export properties. Default or custom scene controller script components are supported. ## Toolkit Features ### 01 Scene Manager [Scene Manager](exporters/01_SceneManager): The scene manager application programming interface exposes a Unity like scene component life-cycle. This allows script components to be attached to game objects like meshes, cameras and lights. Each component type has a start, update and destroy function that will get called by the scene manager during it's life cycle. ### 02 Scene Contollers [Scene Controllers](exporters/02_SceneController): Scene controllers are required to export many of the toolkit scene features. Default scene controller script components can be used for general purposes. Creating a custom scene controller allows you to use editor property controls that can be accessed at runtime in client code. Custom scene controllers also exposes an execute when ready function that will be called as main entry point for that scene. Global startup scripts are also supported that execute on every scene load. The editor scripts are C# design-time components used to input game properties for the scene controller. They are not intended to exeute at runtime. They are simply to allow the use of design-time properties for your native client scripts. Each editor script specifies the scene's native javascript or typescript backing class to use at runtime. The client scripts are your native javascript or typescript classes that actually contain your game logic for the scene. Each scene controller class has a 'ready' function that gets called when the scene is ready for execution. Then a 'start' function gets called once during the first frame of the engine game loop, an 'update' function that gets called every frame and a 'destroy' function that get called on component clean up. ### 03 Script Components [Script Components](exporters/03_ScriptComponents): Script components are the primary way of attaching client code to game objects. The editor scripts are C# design-time components used to input game properties. They are not intended to exeute at runtime. They are simply to allow the use of design-time properties for your native client scripts. Each editor script specifies the native javascript or typescript backing class to use at runtime. The client scripts are your native javascript or typescript classes that actually contain your game logic code. Each class has a 'start' function that gets called once during the first frame of the engine game loop, an 'update' function that gets called every frame and a 'destroy' function that get called on component clean up. ### 04 Shader Materials [Shader Materials](exporters/04_ShaderMaterials): The toollkit supports Unity standard and legacy shaders. Custom Unity shaders are supportted if they follow the Unity shader property naming standard. The universial shader material component encapsulates both Unity design time shader and BabylonJS runtime shader information. Please refer to *** Unity Editor Documentation Link *** for details on materials and shaders. ### 05 Animation State [Animation State](exporters/05_AnimationState): The toolkit supports simple animation states. Transform animations are used to animate the position, rotation and scale of any light, camera or mesh. Skeleton animation are used to animate the bones of a skeletal mesh. Legacy Animation controls are used to enable standard bone key frame animations. Standard Animator controls are used to enable the built-in Unity Mechanim animation rigging. ### 06 Collision System [Collision System](exporters/06_CollisionSystem): The toolkit collision system supports simple collision meshes for each component type (box, sphere, capsule, wheel, mesh and terrain). This allows simple geometry to be be used for physics collisions and mesh intersections instead of the original detailed geometry. ### 07 Terrain Builder [Terrain Builder(exporters/07_TerrainBuilder): Terrain Builder option exports dynamic terrain geometry information to used at runtime. Up to 12 textures and normal maps may be used to paint terrains. Texture atlas maps are created to optimize multiple terrain spat textures. Terrain mesh colliders are supported to optimize runtime collision checking. Colliders can be segmented up to 16 x 16 low poly collision meshes that cover the orginal high poly terrain surface. The terrain builder supports custom BabylonJS Toolkit Terrain Splatmap Shaders to allow design time editor access to the terrain render material. If no custom terrain splatmap material is selected, default options will be used. Please refer to *** Unity Editor Documentation Link *** for details on custom terrain materials. ### 08 Runtime Prefabs [Runtime Prefabs(exporters/08_RuntimePrefabs): Runtime prefabs are used to allow client side prefab instantiation. Game objects that are assigned to the Babylon Prefab layer are marked for client side prefab usage and will not be enabled in the scene. The scene manager function 'instantiate prefab' is used to create fully scipted components at runtime. The scene manager uses deep cloning to support skeletal mesh animations and all script components attached to the game object. ### 09 Static Batching [Static Batching](exporters/09_StaticBatching): Static batching allow design time mesh combining. Game objects that are assigned to the Babylon Static layer are marker for mesh optimization at scene export. Meshes will automatically be grouped by material and combined and serialized as a single mesh per material. Texture atlas materials are supported to increase multiple texture rendering optimizations. ### 10 Navigation Mesh [Navigation Mesh](exporters/10_NavigationMesh): Navigation mesh blah blah blah See unity documentation [Unity Navigation Mesh]( ### 11 Babylon Art Tools [Babylon Art Tools](exporters/11_BabylonArtTools): The toolkit supplies a number of art tools to aid in creating optimized BabylonJS game assets. ### 12 Exporter Windows [Exporter Windows](exporters/12_ExporterWindows): The expoerter window is the primary toolkit interface. It must be open to enable the toolkit features during project development. -- Installation The plugin folder can be found here: ** Please note that we are working on a [new version]( but there is not documentation yet** You just need to copy/paste the plugin folder inside the **assets** folder of your project folder. Unity 5 will then detect the plugin, compile it and add a "BabylonJS" menu. Using this menu you will be able to export the current scene to a .babylon file format. -- Usage Just click on the "BabylonJS/Export to .babylon" menu to display the exportation window. The exportation window allows you to specify: * Default reflection level applied to reflection textures * Collisions properties (on/off, ellipsoid used for the camera and scene's gravity) You can launch the exportation process by clicking on the "Export" button -- Export The standard object export feature list include the following: * **Cameras** * Name * Position * Target * Fov * Clip start * Clip end * Check collisions * Gravity * Ellipsoid * Animations (position) * **Lights** * Type (Point, directional, Spot) * Name * Position * Direction * Spot angle * Intensity * Diffuse color * Animations (position) * Shadow maps * Light maps * **Materials** * Name * Diffuse color * Specular color * Specular power * Emissive color * Alpha * Backface culling * Diffuse texture * Reflection texture * Emissive texture * Bump texture * **Physically based rendering** materials * **Multi-materials** * Name * Child materials * **Textures** * Name * Associated file * Use alpha * uOffset / voffset * uScale / uScale * **Meshes** * Name * Geometry (Positions & normals) * Position * Rotation * Scaling * Texture coordinates (2 channels) * Check collisions * Receive and cast shadows * Animations (position, rotation, scaling) * Skeletons But it looks like this once I grunt build or grunt serve...