Superfly

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  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. 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. 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. 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. 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. 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. 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.