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'When clicked' not working

Home Forums Puzzles 'When clicked' not working

Viewing 13 posts - 1 through 13 (of 13 total)
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  • #3359
    johngrigni
    Customer

    I’ve made test apps where if you click on an object, things happen, but for some reason it’s not working in a different app. I wanted it to just enable outlining, or even ‘print to console’ and nothing happens. Is there some ‘clickable’ setting somewhere that I’m missing? Because I’ve done it before and it worked.

    #3360
    johngrigni
    Customer

    Here is the file in question

    #3362
    jem
    Customer

    I have seen this before when the v3d.js engine in the application directory is out of date. This can happen if your application was built in a prior version of Verge3D and moved to a new version. If this is true, there should be an update button in your Verge3D application manager next to the application. You should also open the Blender file an export a fresh gltf/bin in the new version.
    Hope this helps,
    Jem

    Jeremy Wernick

    #3363
    johngrigni
    Customer

    It was made in v2.2.0, there is no update button, and in the process of testing I exported the gltf file many times.

    #3365

    It was made in v2.2.0, there is no update button, and in the process of testing I exported the gltf file many times.

    It worked for me when I made a reexport of the gltf file. Have you created this project in v.2.2.0 of the engine or ported it from previews version?

    Co-founder and lead graphics specialist at Soft8Soft.

    #3366
    johngrigni
    Customer

    No, it was made in 2.2.0. The weird thing is that it worked before, then stopped working. I’ve restarted the file, the app manager, Blender, and the computer trying to get it to work consistently and failed.
    I’m on Mac with Safari, if that matters.

    #3367
    johngrigni
    Customer

    If it helps, it doesn’t work in Chrome either, or on my MacBook Pro

    #3374

    Hi,

    I tried running your project. Initially it doesn’t work, however, after re-exporting glTF it just starts working. Can you please try re-exporting it?

    Attachments:
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    Chief 3D Verger | LinkedIn | Twitter

    #3376
    johngrigni
    Customer

    Just tried. Got nothing. I’m going to try to rebuild it entirely.

    #3377
    johngrigni
    Customer

    Okay, this might sound counterintuitive, but I was able to get it to work. I had thought that I could make a menu pop up in front of the camera, with a bunch of icons by giving it an animation, and then when you clicked on an object, the animation would play. I parented this to the camera, right in front of the lens, but positioned down below where it would be out of the way.

    Deleting this element makes it all work fine. Also, hiding it as the app loads works, then unhiding it, works fine. But for some reason the animation doesn’t work. Is there a better way to create an interface like I’m describing, or is this another Mac mystery? I can live without animated interface, just hiding and unhiding, but I’d rather have it animated.

    #3378

    Interesting. Can you attach the latest version of your app with the animation not working? Please also make sure that the image paths are relative so that the textures load in the app from any location.

    Chief 3D Verger | LinkedIn | Twitter

    #3379
    johngrigni
    Customer

    Here it is

    #3383

    I think I found the reason for animation not working. There is currently a limitation that objects directly parented to the camera cannot be animated. To overcome this, one should use an empty object as a proxy. Attached an example.

    Attachments:
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    Chief 3D Verger | LinkedIn | Twitter

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