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Showing results for tags 'player'.
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Hello. I found some problems with sound sorcres in VR-scenes. If head position is far away from centre of VR-room (PlayerDummy in Unigine code), engine will calculate max distance and occlusion from centre of VR-room. In samples "Superposition" and "VR template" editor or engine use sound sources without occlusion and with huge max distance. This is a resourceful decision, but we don't really want to use it. For example, we have sound sorcre near the door on the wall (picture is in attach). We can teleport to another side of the wall and we must hear dull sound. If we turn off parametr "occlusion", sound will not be dull. But if we turn on this option, walk without teleport and centr of room is in the wall, for example, sound always will be dull. Is any solution to this problem? It will be exsellent, if "ear" will be tied to head, not to player/centr of VR-room. We use Unigine 2.7.2 and HTC vive.
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Hello everyone, I`m having a bit of a problem setting up a proper orthographic camera with C++ API in my projects. It seems that there is no way for me to change a camera projection without creating my own mat4 and passing it as an argument to setProjection to the class camera. Is there any other way around to acomplish this task without going in depth with matrix conversations?
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Selecting PlayerPersecutor node in Editor2 slowdown performance below 4 FPS
Klimczak.Jan posted a topic in Bug Reports
I observed that selecting PlayerPersecutor node in Editor2 which have provided Target Node slow down performance below 4 FPS in Editor2 during transforming this node (moving). This happens only when you have opened Player Pesrsucator properties in Parameters panel. -
[SOLVED] Using Unigine setWorldTransform to set a camera position and rotation
Paul.Brodin posted a topic in C# Programming
Hi there Still quite new to Unigine, but making some progress in using a c# application to programatically build some worlds. Ive managed to use the PlayerDummy to create some static camera locations, but i cant figure out what the syntax is to set the direction of the camera (i can position it, but it just looks straight down) I am guessing that i need to rotate the matrix passed into the setWorldTransform function, but cant figure it out, ive found some c++ samples but still cant get it figured out. i have this myCam.setWorldTransform(MathLib.translate(new Vec3(dx, dy, dz + dHgt))); To set the location. Anyone help with what is next? -
Hi folks! I'm currently facing a rather annoying issue in Unigine, created by myself and my lack of understanding of course, which I need your help on! My situation is this: I have two characters, I want to calculate the mid-point between these two characters' heads and make a camera inside of the game look at that mid-point. What I am currently doing is: 1. Cycling through bones and finding the head bones of each character 2. Using ObjectMeshSkinned::getWorldBoneTransform to get the transform of each head bone as a mat4 3. Getting the 12th, 13th and 14th values from the head bone mat4s that represent the position of the head bones 4. Creating two separate vec3s for each head bone position using the values from stage 3 5. Finding the distance between the two values and normalising them to give me a look direction for my camera 6. Using Node::setDirection to set the direction the camera is facing like in the default setup of: camera = new PlayerSpectator(); camera.setDirection(Vec3(-1.0f, 0.0f, -0.5f)); The script I am using to get the PlayerSpectator from the world is: PlayerSpectator camera_Player = node_cast(engine.world.getnode(0123456789)); My problem is: When I try to do anything PlayerSpectator/Player/Node related with the PlayerSpectator variable I get an error saying: Project001/Project001.cpp: 1092: ExternClass::run_function(): can't find "class PlayerSpectator * __ptr64" base class in "class PlayerDummy" * __ptr64" class Can anyone suggest what I am doing wrong? Should I not node_cast cameras or something? Am I referencing them the wrong way? I can't even call Node::getNodeName or anything! Thanks in advance for your help! Tom
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Hello, I'm currently attempting to build a prototype entirely using the C++ API. Right now I'm transferring camera control from UnigineScript into C++. Placing the camera (player) was working fine in UnigineScript, but in C++ it hasn't been going well. I'm running into a problem when using the command: player->setTransform(setTo(UNIGINE_VEC3(0.0, 0.0, 20.0), UNIGINE_VEC3(0.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0))); The second parameter is supposed to control the direction of the camera/player. However, my player points in the -z direction no matter how I change it. Even if I switch the argument to UNIGINE_VEC3(0.0, 1.0, 1.0), the camera points in the -z direction. I've tried many different numbers as well as changing my argument to a unit vector, but the camera always points straight down towards -z. Is this an error with the C++ API or am I doing something else wrong? Thanks!
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Привет. У меня вот какая проблема. Я привязываю камеру к PlayerActor, но мне нужно поднять ее выше, по оси Z. (Вид из головы). У меня маштаб больше единичного. Я делаю так: PlayerActor actor; PlayerPersecutor camera. init (){ .. camera.setAnchor(vec3(0.0f,0.0f,10.0f)) camera.setTarget(actor); engine.game.setPlayer(camera); .. } Так работает плохо, так как камера зарывается в землю, или блокируется на некоторых углах. Потом я делал так. PlayerActor actor; PlayerSpectator camera. init(){ .. engine.game.setPlayer(camera); .. } update(){ .. vec3 tmp = actor.getPosition(); tmp.z += 10.0f; camera.setPosition(tmp); .. } Так работает, но смотрит вниз. Если изменять Direction камера перестает работать ( actor не контролируется ). Как мне быть? Hey. I have here what the problem is. I tie the camera to PlayerActor, but I need to pick it up, along the axis Z. (View from the head). I have more than a single scale. I do so: PlayerActor actor; PlayerPersecutor camera. init () { .. camera.setAnchor (vec3 (0.0f, 0.0f, 10.0f)) camera.setTarget (actor); engine.game.setPlayer (camera); .. } This is how bad, because the camera burrows into the ground, or is blocked in some corners. Then I did so. PlayerActor actor; PlayerSpectator camera. init () { .. engine.game.setPlayer (camera); .. } update () { .. vec3 tmp = actor.getPosition (); tmp.z + = 10.0f; camera.setPosition (tmp); .. } So works, but looking down. If you change the camera stops working Direction (actor is not controlled). How can I be?
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A Tool for creating and editing .character files ?
alexander.zubov posted a topic in Feedback for UNIGINE team
Is there a tool that assist in creating .character file? I looked into the script from the character demo and it's crazily complex. Was it created manually? o_O- 4 replies
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