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Library access for Init Tab?

Home Forums Puzzles Library access for Init Tab?

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  • #13367
    Crunch
    Customer

    I just took a look a Load Unload demo project in Verge3d. It is so neat to be able to easily create some HTML content (eg, the scene loader box and buttons) right within puzzles (as opposed to going over to say Webflow)

    Ok, so am I correct that the ‘add HTML’ puzzle needs to be in the initiation section and not main?

    If so that’s ok with me, except one issue. I would like to store ‘add html’ puzzle templates in the library and be able to quickly add the template to the initiation section (where I can then customize it for the given project) but it appears I cannot access the Library in the initiation tab, only the main tab.

    It doesn’t appear I can cut and paste them over from the main tab to the initiation tab either.

    Is there a solution?

    #13368

    Ok, so am I correct that the ‘add HTML’ puzzle needs to be in the initiation section and not main?

    It will work in either case.

    I cannot access the Library in the initiation tab, only the main tab.

    Yep we disabled the Library for the init tab to prevent possible issues with adding unsupported puzzles saved in it.

    Is there a solution?

    You can have HTML puzzles in the main tab. If you really cannot, there is a trick: edit your visual_logic.xml file to move the puzzles from the main to init tab.

    Chief 3D Verger | LinkedIn | Twitter

    #13369
    Crunch
    Customer

    Yuri – shouldn’t the HTML interface I am using to overlay over my app be setup in the initiation phase/tab – as the app first starts up?

    I was thinking if I wanted, say, for an HTML button to pop up on the screen after a user clicked an object in the scene, I would have to first create the HTML button (using “add HTML elem” puzzle) in the initialization, set it to hide (display = none), then in the main screen, add a puzzle that is triggered by the onclick event of an object in the scene that would then show (display = block) the HTML button.

    Are you saying I can create HTML elements on the fly? So the webpage I am running my app on will automatically know to refresh to adjust for new HTML content?

    What if I wanted that HTML button to be there from the moment the app loads (and don’t want to spend the time creating the a custom index html file in external editor like Webflow with the button created)?

    What would be the equivalent “on load” puzzle available in the main tab be? Sorry I am such a noob at this :O

    #13370

    Sure you can create HTML elements on the fly. The puzzles in the Main tab are triggered just after the scene is loaded. So yes, you can just place your HTML puzzles in the Main tab and immediately hide the created HTML element so the users won’t even notice it.

    In fact, we used such an approach for creating a privacy warning message for our Custom Image demo (for the pre2 update which is to be released soon).

    Chief 3D Verger | LinkedIn | Twitter

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