Superfly

Members
  • Content Count

    9
  • Joined

  • Last visited

About Superfly

  • Rank
    Newbie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hey everyone, the title says it all. Whatever i try i cant get the camera get exported out of blender. Meshes and materials work totaly fine but not the camera. Is this a known issue with the exporter or did anyone has experience with the bledner (2.79) exporter?
  2. Superfly

    VirtualJoystick on mobile devices

    zindex works. the canvas of the virtual stick is on index 5 so i have a callback on the elements wenn i put it above. the other problem is, that the canvas of the stick is 100%wide an tall, so its impossible to trigger the html elemts when the stick is in use...
  3. Superfly

    VirtualJoystick on mobile devices

    i ran into anoter problem. i have two html elements on top of the renadercanavs but they cant be clicked/touchted anymoe. i tryed to use pep's "pointerdown" event but nothing changed
  4. Superfly

    VirtualJoystick on mobile devices

    Thank you, Deltakosh... now it works perfect!
  5. Hey, i'am trying to use a VirtualJoystick in my project. It works on my desktop but when i try it on iOS nothing happens. I also tryed it on a Surface2 but the VirtualJoystick disapears after a second. here is the code. Dont paste it into the playground,it will overlay the editor. var createScene = function () { var movespeed = 3.0; var moveX; var moveZ; var scene = new BABYLON.Scene(engine); scene.collisionsEnabled = true; var joystick = new BABYLON.VirtualJoystick(leftJoystick=true); var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 8, -7), scene); camera.setTarget(BABYLON.Vector3.Zero()); //camera.attachControl(canvas, true); console.log(engine.getDeltaTime()); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; var cube = BABYLON.Mesh.CreateBox("cube", 1, scene); cube.position.y = 0.5; cube.showBoundingBox = true; cube.checkCollisions = true; var ground = BABYLON.Mesh.CreateGround("ground1", 6, 6, 0, scene); camera.parent = cube; scene.registerBeforeRender(function(){ //Update here if(joystick.pressed){ moveX = joystick.deltaPosition.x * (engine.getDeltaTime()/1000) * movespeed; moveZ = joystick.deltaPosition.y * (engine.getDeltaTime()/1000) * movespeed; cube.moveWithCollisions(new BABYLON.Vector3(moveX,0,moveZ)); } }); return scene; }; Is there anything i miseed?
  6. Superfly

    Character movement and collision

    things getting clearer now i build a little prototype for a 3rd person character controller that works (for me) http://www.babylonjs-playground.com/#1ZJJ54#13 the next problem is that checkCollisions() seams not to work with costum meshes 🤔
  7. Superfly

    Character movement and collision

    Tanks again Wingnut. moveWithCollisions is the key Is there something simular wich can be used when the objekt gets rotated? locallyTranslate() but with collision
  8. Superfly

    Character movement and collision

    Thanks a lot for the detailed answer! So what's a common way to keep a player object on the floor and prevent it from going through walls? Or should i use a physicsengine with rigidbodys ?
  9. Hello, i just started a little testproject with babaylon. No big thing, just walking around in a Level an collecting items. When i was doing a prototype i looked a the playground examples. The collision-example is quite close to what i want to achieve: http://www.babylonjs-playground.com/#U8MEB0#0 you can run around, land on the ground and can't walk through obstacles. This is what I want for my player object. So i created, as in the example, a surface as a floor, a couple of boxes as obstacles and a ball as a player. I activated collision detection for the scene and all objects, gravity and a asigned vector, but nothing happened. If I now move objects using locallyTranslate() there will be no collision between the objects. I just think I misunderstood something and so I wanted to ask here what the correct way is to implement a character walking arround in a level.