gary Posted April 17, 2020 Share Posted April 17, 2020 Hi Guys, One minute my water (object water mesh) is there working away happily and the next it's gone!! I know it's something I've turned off or adjusted settings on and have somehow made it invisible but I've tried the settings in parameters node and water settings, I've re done the water mesh process several times but no joy. I've created water mesh in another world just to see if I'm doing something wrong in the creation process but it works fine! Any idea what I might be overlooking here? Link to comment
morbid Posted April 17, 2020 Share Posted April 17, 2020 Hi Gary, Haven't you accidentally turned off water rendering? How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
gary Posted April 17, 2020 Author Share Posted April 17, 2020 Hi Morbid, No, I have water enabled in rendering:( Link to comment
silent Posted April 17, 2020 Share Posted April 17, 2020 Could you please send us a screenshot and your .world file where everything is gone? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
gary Posted April 18, 2020 Author Share Posted April 18, 2020 Hi Silent, Attached below... flat_race.world Link to comment
morbid Posted April 18, 2020 Share Posted April 18, 2020 Quick fix for this is applying default render settings to your scene (data/tempalate_assets/template_render_settings). We'll investigate the reason why water mesh was skipped from rendering later. Thanks. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
gary Posted April 21, 2020 Author Share Posted April 21, 2020 Thanks Morbid, I think I'll have to do that. Link to comment
gary Posted April 21, 2020 Author Share Posted April 21, 2020 I found the issue... I had the 'depth pre pass' option on in the buffers settings! 1 Link to comment
morbid Posted April 21, 2020 Share Posted April 21, 2020 That's interesting. We'll check if this a bug. Thank you for reporting. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
mind.matter Posted April 25, 2020 Share Posted April 25, 2020 On 4/21/2020 at 1:11 PM, gary said: I found the issue... I had the 'depth pre pass' option on in the buffers settings! @gary Confirmed, the Depth Pre Pass option appears to be enabled by default when creating C# projects (tested on Ubuntu 19.10 with Unigine 2.11.0.0) @morbid Also the in-game keyboard, mouse and gamepad controls do not function as expected when creating a C# project using the VR template, are these behaviours/settings different to C++ projects intentionally? Link to comment
morbid Posted April 27, 2020 Share Posted April 27, 2020 On 4/25/2020 at 9:40 PM, mind.matter said: Also the in-game keyboard, mouse and gamepad controls do not function as expected when creating a C# project using the VR template, are these behaviours/settings different to C++ projects intentionally? For C# project + VR Template It uses only HMD and its controllers, so you can't control the camera with mouse/keyboard. For C++ and VR Template you can build an application and run it without HMD, basic mouse/keyboard controls will work. Did I get the idea right that you're looking for a way to debug/test your VR game with classic controls? Thanks. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
mind.matter Posted April 28, 2020 Share Posted April 28, 2020 21 hours ago, morbid said: For C# project + VR Template It uses only HMD and its controllers... For C++ and VR Template you can build an application and run it without HMD... @morbid Thanks but is there a reason why the "VR Template" input behaviour is different between C# and C++ projects? Shouldn't they be consistent? 21 hours ago, morbid said: Did I get the idea right that you're looking for a way to debug/test your VR game with classic controls? @morbid Correct, we don't want to waste time re-implementing keyboard/mouse/gamepad controls if the above C# situation is actually a bug/oversight (i.e. fixed in a future patch) Link to comment
morbid Posted April 29, 2020 Share Posted April 29, 2020 @mind.matter we prefer to keep VR controls as default for VR apps. More likely C++ template will work in the same manner as C#. But you don't have to re-implement controls to use WASD. Just copy FirstPersonController.cs from the default C# project and assign it to the PlayerDummy. Then: Disable VR player in the hierarchy Enable "Main Player" for your new player dummy Change PlayerDummy rotation in the editor to 90 0 0 (I've found a minor bug with rotation, this step is required to avoid it) Check that VR controls are disabled in the build parameter (see the attached image) Click run. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
mind.matter Posted May 8, 2020 Share Posted May 8, 2020 On 4/29/2020 at 1:44 PM, morbid said: @mind.matter we prefer to keep VR controls as default for VR apps. More likely C++ template will work in the same manner as C#. @morbid Thanks for the confirmation. On 4/29/2020 at 1:44 PM, morbid said: @mind.matter you don't have to re-implement controls to use WASD. Just copy FirstPersonController.cs from the default C# project and assign it to the PlayerDummy. @morbid This mostly solved the issue, just need to add gamepad support, thanks again. Link to comment
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