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Found 9 results

  1. Kubinna

    Platform builder

    Hello, I am creating 2D mobile game, where will player create own platforms on which will be moved fluid. From testing I found, that in 3D I have better fluid physic and performace, so I decided create this game in 3D, but use camera in 2D view and I want use your asset to build platforms. Platforms will be: Straight -> blocks Combined with other platforms -> no spaces between neighboring platforms Every platform could be erased Player will create platform from first click to mouse position or position where was released mouse button Creating of platforms by player (own script): As first thing I am calculating angle between two points (first mouse button click and release button position or mouse position in drag) Via this angle I will calculate edge points by given height of block (for me in 2D it is width -> variable widthLine) Using function CreateShapeFromPolygon Platform is created angleDeg = Mathf.Atan2(platform.secondPoint.x - platform.firstPoint.x, platform.secondPoint.y - platform.firstPoint.y); points = new Vector3[4]; points[0] = new Vector3(platform.firstPoint.x + widthLine * Mathf.Cos(angleDeg), platform.firstPoint.y - widthLine * Mathf.Sin(angleDeg), 0f); points[1] = new Vector3(platform.secondPoint.x + widthLine * Mathf.Cos(angleDeg), platform.secondPoint.y - widthLine * Mathf.Sin(angleDeg), 0f); points[2] = new Vector3(platform.secondPoint.x - widthLine * Mathf.Cos(angleDeg), platform.secondPoint.y + widthLine * Mathf.Sin(angleDeg), 0f); points[3] = new Vector3(platform.firstPoint.x - widthLine * Mathf.Cos(angleDeg), platform.firstPoint.y + widthLine * Mathf.Sin(angleDeg), 0f); platformObject.GetComponent<pb_Object>().CreateShapeFromPolygon(points, m_Height, m_FlipNormals); Combining of platforms: If player click on created platform from side where he clicked will be created another platform Not combine objects like this (on center -> use last point of created object): Combine objects without any spaces like this:(because player can drag with second platform, it must be dynamic generated by mouse position) Problems: Is there some chance how create this platforms easily than how I am creating them now? (point -> Creating of platforms by player (own script)) Is there is some posibillity how combine objects without any spaces? I tried calculate it by angles and distances, but it is not precisely and very hard. Not solved yet by math. Is function CreateShapeFromPolygon good for use on this problem or is some better function? In combine of objects, objects can´t overlap, because in overlap area will be maybe another shade? If platforms will don´t have overlap areas, and one object will be erased, combined object must be edited to basic shape. Thank you very much for your time and help!
  2. leo_sasseron

    Extrude Problem Help

    I'm with a doubt, when i copy an object and extrude the faces from copy, the original has been affected too. Why this occur, sometimes i get extrude without any problem.
  3. DeveloperLuke

    Creating A Face

    Hi, I selected multiple vertices and I want to create a face from the vertices. How do I do this?
  4. Hi community! First post here, let's see if I got lucky. I previously used Pro Build in a project, but the deadline was close so I ended becoming frustrated etc etc. But now I'm taking my time to do a decent scenerey with it, so... The level is a simple house with a corridor. I firstly modeled one part of it and then the corridor+ rooms, merging then both objects. Now I'm trying to merge the vertexs so it become one single object. The problem? I'm having some weird vertex collapse solutions that I can't understand. Let's see one -This is where the corridor should merge with the living room. -I will now try to collapse both vertexs on the walls -Aaaaand that happens. I've tried different things but all of them have similar results. I could add more pictures to explain if needed but i think those are self explanatory. Any advise would be amazing! Thanks for your time!
  5. I'm trying to find a preference or setting to disable the automatic grid change that occurs when moving objects around in different (X, Y, Z) dimensions. For instance, I want to move an object in all three spaces, but keep the Y grid as the reference grid in place. I've seen it work in tutorials but cannot find a way to make it persist. Reference gif: https://cl.ly/0w012y1y002L Thank you!
  6. Heya, I'm very much enjoying ProGrids, but I'm having a bit of trouble. I have a very thin, tall cube (from ProBuilder), whose bottom face I want to extend downwards. My grid size is relatively large (I want to move the vertices down a ways), so when I move the bottom vertices, they all snap together to one point. I did read that holding 'S' would only snap vertices on a selected axis (the Y in my case), but even when I hold S, all the vertices snap together to the same point. Should I file a bug report?
  7. fakefrogsonly

    Help with triggers

    Hi there, I've been having an issue getting the onTriggerEnter function working with Probuilder. Any help would be hugely appreciated. My script (which is attached to my Procore trigger) reads as follows: void onTriggerEnter (Collider col){ Debug.Log ("Test"); } When the player passes through the trigger nothing appears in the console. I am using all the defaults that Probuilder assigns to the object when I select it to be entity type "Trigger". The player has a rigidbody and a capsule collider. Both objects are on the same layer, with collisions being detected between objects on said layer. If anyone has any suggestions I would be grateful. Thank you.
  8. arvz

    Strange snapping behaviour

    Hi guys I'm new to ProGrids (and ProCore!) and am seeing this strange and annoying behaviour with the snapping. I made a gif to explain more clearly: Starts when the text says "Snap value is set to 3" Basically I've got a cube with slightly modified UVs and it's got a custom material I've put on it, and what I'm seeing is when I set snap value to 3 and move one of its faces in the X axis, it first starts by snapping the face back all the way, making it completely flat, and then when I start dragging the mouse it goes out 3 metres and I end up with a cube that is 3 metres long. But when I do the same thing in the Z axis I instead see the opposite behaviour. When I start clicking and holding, the face gets moved out by 1 metre, and as I start dragging further it goes out 3 metres further and so I end up with a cube that's 5 metres long. What is happening here? Thanks!
  9. blondei

    Editor Window Problems

    As of recently, What ever I did, The bar at the top which changes the ProBuilder mode. It has been pushed upwards and overlaps the scene view options, The bar is unusable as the buttons below work instead. I have re-imported all the assets, and ProBuilder to no avail. It makes making levels nearly impossible. Please Help, Thanks In advance. Cheers, Blondei
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