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About steven_EXC

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  1. For some reason, this one class doesn't seem to have it. Here's a screenshot of my console. I just have a very basic scene where I spawn a few primitives and then a WebVRFreeCamera. Separately from this, I set up a playground where I tested the same thing and got the same results. What's weird though is that I can set minZ and maxZ straight from the WebVRFreeCamera in the playground and it seems to work fine. I think I was using an outdated version of babylon before. Either way, I have my solution for the clipping planes.
  2. I thought that might be the case, but it doesn't seem like the WebVRFreeCamera has these variables. EDIT: Sorry, I meant that it doesn't seem like the leftCamera or rightCamera variables exist on the WebVRFreeCamera.
  3. Hey guys! I was messing around with some of this WebVR Vive stuff and it's pretty exciting! I was wondering, maybe I'm crazy, are the minZ and maxZ variables on the WebVRFreeCamera broken? I've been messing with them and they don't seem to modify the clipping planes at all.
  4. Oh sweet! That's great to know. I ended up just doing the math myself, but your way is totally easier!
  5. Hey guys, I am trying to create a simple crosshair/reticle in a VR app and it seems that when I attatch anything as a child to the VRDeviceOrientationFreeCamera it jitters pretty wildly. I don't see this issue with other cameras. Does anyone know what's going on here? Previewing it on desktop seems to be fine somewhat fine although a see a lazy drift, but I notice the stuttering issue when going into developer tools and emulating a mobile device or just visiting this playground link on an actual mobile device.
  6. I thought that it was a problem independent from babylon.js as well, but I began to think otherwise when I changed the difference between keyframes to be only 0.005 of a difference since it yielded different results between Unity and babylon.js. Sorry, maybe I'm not being clear. I understand what you're saying here and this would work if I were making only a single cycle that I am then looping. The animation loop I'm looking to create is inside of an animation curve with other animations happening at other places on the timeline. If this were to be a single animation that I could loop over one cycle, I could animate frame 0-19 and then only play back those frames and have it loop only those frames. What I have is an animation over 0-19, the same exact animation from 20-39, the exact same animation from 40-59, 60-79, 80-99, etc etc and then between frames 200-400 I've got an entirely different animation going on. I could just loop the small 0-19 section for x seconds, but x seconds is going to change depending on the audio clip we need to sync our animation to. We need to be able to hit play on the animation and the sound clip and have it line up exactly with out a programmer (me!) having to go back and change at exactly which time each animation clip is supposed to fire off each time we iterate on our audio clip.
  7. Hey guys! I'm trying to do some looping animations. I've created a scene in Maya that I can export an FBX out of. It seems like the FBXExporter isn't respecting fractional frames or something. For the sake of simplicity, say I'm trying to move a cube on the X axis from 0 to 5 and have that loop every 20 frames. On frame 0 and on frame 20, the X value would be at 0, but at frame 19 the frame would be at 5. This seems fine in Maya since playback only hits the frames on the whole number, but when I export this animation via FBX to Unity for example, the animation curve is sampled between 19 and 20 and it looks like the cube flies back to 0 from 5 really fast instead of it being a "pop" back to its original starting value, which would give the intended illusion of a loop. I've tried to remedy this by changing the last frame from 19 to 19.995, and this seems to look fine when I export and preview the animation in Unity but it still looks awkward in BJS. I've got other animations going on in the timeline so I can't just animate a single animation cycle and then set the animation playback to loop. The reason why I need to do this is so that I can put the timing of some animations into an animator's hands and keep them out of code land. I realize I could say in code to just play a specific range of the animation clip and then loop it a certain number of times, but that takes the control of the timing away from the animator. I intend to have this animation play in sync with an audio clip, so the timing is very important. Anyone have an idea of what I could try to do to fix this problem?
  8. Found this related issue: I was able to stop the error by reverting to Typescript version 2.1.6.
  9. Hey guys! I'm checking out the most recent version of the Unity to BabylonJS exporter (freshly downloaded off GitHub!) and I'm having an error with compiling Typescript. I haven't added any Typescript to the Unity project so I think the only Typescript files that are attempting to be compiled are the three files inside the Babylon/Library folder. I also freshly updated my local Typescript compiler through npm just to make sure there were no issues there. The error I'm getting in Unity when I click "Build Script" is this: C:/nodejs/node_modules/typescript/lib/lib.d.ts(5603,11): error TS2320: Interface 'AudioContext' cannot simultaneously extend types 'AudioContextBase' and 'EventTarget'. Named property 'addEventListener' of types 'AudioContextBase' and 'EventTarget' are not identical. UnityEngine.Debug:LogError(Object) Unity3D2Babylon.Tools:BuildProjectTypeScript(String, String, String, String, String) (at Assets/Babylon/Source/Tools.cs:1550) Unity3D2Babylon.ExporterWindow:Build(Boolean, String[]) (at Assets/Babylon/Source/ExporterWindow.cs:647) Unity3D2Babylon.ExporterWindow:OnGUI() (at Assets/Babylon/Source/ExporterWindow.cs:565) UnityEditor.DockArea:OnGUI() I looked inside the babylon.d.ts file in the Babylon/Library folder and the AudioContext interface doesn't seem to try to extend from AudioContextBase (which given the names seems odd) so I'm assuming that I'm too much of a novice with Typescript to know what the actual problem is and how to fix it. Can anyone help me out? (I'm using Unity 5.5.0f3 but I can easily upgrade to a newer version if it will fix the issue.) I have a sinking feeling that I must have missed a readme file somewhere that I accidentally didn't read.
  10. So this is a little embarrassing. Here's basically what I was doing in my code before I posted: As you can see, it works. I should've just created a playground with my issue and I would've seen that it was working fine. My issue was that I wasn't using the right version of babylon. As soon as I grabbed an updated version, it all worked fine. There must've been something wonky in the version I was using before. Sorry for the mix-up. Thanks for your help guys!
  11. Hey guys, just wondering if there's a way to set the transparency of a Text2D object (or a ScreenSpaceCanvas2D object) after it has been created? I'm assuming this functionality is somewhere but I can't find it or figure it out.
  12. @Nockawa that totally makes sense, and as you responded, I was in the middle of writing up a response to thank @adam for helping me with the solution problem. Looks like I've gotta use Group2D elements. Thanks guys!
  13. I've set the marginAlignment to be centered, yet when i reassign the text after the initial frame it was created, it left aligns seemingly to some bounding box of the text that's created at the end of the frame that the Text2D object is created. I'm pretty confident this was behaving correctly before roughly a week ago.
  14. Your semicolon game is strong, my friend. Thank you!
  15. I usually just repeatedly type semicolons until something pretty happens and it didn't work this time.