Hans

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About Hans

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    Leipzig (Germany)
  1. So I need 4 cameras for a local coop game with two players who want to see the whole world and each his crosshair/gun sight. Example: player01: camera1 with layerMask == 3 // world camera2 with layerMask == 1 // crosshair for player01 player02: camera3 with layerMask == 3 // world camera4 with layerMask == 2 // crosshair for player02 I am right? How strongly a new camera affects the performance? Does this kill performance on mass for a 4 player coop game?
  2. Thanks. Your demo has a strange behavior somehow (The player is flies ). I think its up to an alpha BJ update? Edit: now your demo works again I will try and play around with it. Edit: Your way seems to work for me. Thanks a lot!
  3. If I get it right its not possible to show one komplex scene in two cameras completely and just one or few meshes in the scene are invisible for one of two cameras. The only way I see is to add more cameras which show/overlay the 'secret' meshes. Right?
  4. Ah, thanks, this is what i need, but i dont get it to work. The demo in the tutorial also dont work for me. Is it a bug?
  5. How is it possible to make a mesh or sprite (in)visible for just one of two active cameras?
  6. Hi @all again, I have a huge problem with rotation. I hang about one week on this problem. I perpared a playground: http://babylonjs-playground.azurewebsites.net/#7CPXT I have a player with a front side. You can see the front side with the aid of the nose mesh. It is the player view direction. The player rotates with the camera rotation. The player stand on a platform. It is possible to rotate the platform with the keys V, B and N. My achived behavior is: The player stand ALWAYS orthogonal on the platform indifferent the platform is rotating AND the player can rotate normal by himself in his own Y-axis direction by rotating the mouse. In the playgound you can see my try with the nearest similar behavior. It seems to work, but how you see in the picture it dont work correct. I realy dispair I am open to all suggestions
  7. Hi, have a problem with parenting physics objects together. Here an easy playground: http://www.babylonjs-playground.com/#AF886#1 Why is b dont collide with the ground too like the parent? I want both collide the ground and behave like one. Is it a bug?
  8. Okay, thanks! Is there a ticket for this bug? So i can see when its solved.
  9. Hi @all, I think I found a bug again. In this PG: http://babylonjs-playground.azurewebsites.net/#249T6Y I change friction for a to zero but friction b becomes zero too (See console too) If it is no bug, please tell me how can I change the friction for just a.
  10. The bug is even the strange behavior. How can I show my problem else? BTW: Not only B changes his friction. If I add more meshs they change thiers friction too. I mean all change the friction by changing just one. If I bug post this, I can not get a workaround. And maybe there is a special reason for this behavior and it is not a bug. I still looking for help/workaround this behavior.
  11. console.log(b.physicsImpostor.physicsBody.material.friction) a.physicsImpostor.physicsBody.material.friction = 0; I change just friction of a (ceteris paribus). I write friction of b in console. Friction of b is also = 0. It shouldn't be 0 too. You can see it also on mesh behavior.
  12. I think "setPhysicState" ist deprecated. See here:
  13. @Dad72 I know. Thought the question is implicitly clear. Question: How can I workaround this bug? If I change the friction of cube A to 0.0001 then friction of cube B is also 0.0001.
  14. Hi @all, I think I found a bug again. In this PG: http://babylonjs-playground.azurewebsites.net/#249T6Y I change friction for a to zero but friction b becomes zero too (See console too) If it is no bug, please tell me how can I change the friction for just a.