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ilyabogomolov

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Viewing 9 posts - 1 through 9 (of 9 total)
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  • in reply to: Problem with “on event of wheel” puzzle #53978
    ilyabogomolov
    Participant

    You right! Big thanks!

    in reply to: Problem with “on event of wheel” puzzle #53845
    ilyabogomolov
    Participant

    I mean “var camera = app.scene.getObjectByName(‘CamMain’);
    If i don’t do this, then i always get error “camera is not defined” and it works this way with all variables

    in reply to: Problem with “on event of wheel” puzzle #53837
    ilyabogomolov
    Participant

    Thank you very much man, your tip helped!
    This piece of code works! Finally i made a little step forward in my attempt.

    One more question, is there a way to declade variable globaly, so i don’t need to write it in every “exec script” puzzle?

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    in reply to: Call external JS function #52860
    ilyabogomolov
    Participant

    Thank you once again, i am pure noob at JS, just know some basic html/css, my current app is a mess because i try to implement some features. Can i have your email or any other contact so i can send it?

    in reply to: Call external JS function #52822
    ilyabogomolov
    Participant

    Hello, thank you for reply.
    I made tests with simple console.Log("Hello, World!");

    I have tried your suggestion and find out that if i put my code into runCode(app) it will run it once the app is loaded, this is not what i exactly wanted.

    On the other hand, if i put it in prepareExternalInterface(app) function, i can then access it on demand with the puzzle that i have shown in screen1 attachment, in my case – on event of click for an annotation. So with simple console.Log("Hello, World!"); everything works.

    The problem now lays in my code i think. I have two guesses.

    First one: becuase i put the code straight in prepareExternalInterface(app) function, it can’t access my Custom_UI.html file to get elements by their respective class names and so it can’t declare variables and that’s why it doesn’t work.

    Second: it doesn’t work because this script is used for multiple elements, and if i am trying to call this script, it doesn’t know what modal i would like to pop up

    I will continue to look for the desicion

    in reply to: Call external JS function #52815
    ilyabogomolov
    Participant

    Thanks for your advice, i will try out what you said.

    About necesserity of those lines – honestly i don’t know, it just works and so i use it, i understand how it works in general, but can’t tell if it can work without them or not.

    I believe they are needed to work with multiple instances of modal windows, that is why it increments – to apply code for every instance

    upd1:
    I made tests with simple console.log('Hello, World!'); command
    I tried what you suggested and find out that it will run this code instantly once the application is loaded.

    On the other hand, if i put my code inside of function prepareExternalInterface(app) {} i then successfully called my function on demand, in my case – on event of click on annotation with the simple puzzle that was shown in “screen1” attachment.

    So i put my code into function prepareExternalInterface(app) {}
    And it doesn’t work, i guess the problem now lays in my code, since it needs variables to run but since i put the script simply in function prepareExternalInterface(app) {} it can’t get elements by their respective class from my Custom_UI.html in order to declare? Or maybe it’s because i don’t specify what exactly modal i want to open, so i need to remake the script?

    Sorry for long text, i am just lost at this moment :wacko:

    in reply to: How to achieve alpha gradient fall-off #52254
    ilyabogomolov
    Participant

    Thank you for the reply. I am kinda have some expertise in 3d modelling and texturing since it’s my main hobby and job direction!

    I thought that i have checked everything, but somehow i missed the “Alpha Blend” option, instead i used “Alpha Hashed”, thanks to your message, i did check everything you mentioned and did find out what was causing the problem!

    Now i’ll have a better ground placeholder instead of simply using ugly box-like mesh with texture that i previously used, thank you very much my friend!

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    in reply to: How to access my verge3d cloud? #52199
    ilyabogomolov
    Participant

    Sadly i don’t have one. Then i’ll do them again, that’s a good opportunity to make even better UI and logic!

    Thank your for an answer :)

    ilyabogomolov
    Participant

    Then why the teacher’s html file in app manager changed to the one that he just created with webflow?

    Sorry if i ask dumb question but i just still don’t get it.

Viewing 9 posts - 1 through 9 (of 9 total)