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If you post a fix with the scale issue fixed and it’s working in Android, I can test on iOS if you’d like.
3.7 is going to be big, thanks for all of these updates!
I tested out your project and it looks like a similar issue to what I experienced recently. I suspect the issue is related you your Units setting in Maya. I would try that first, then perhaps investigate the iOS issue separately.
- This reply was modified 1 year, 1 month ago by psedlacek.
The functionality for scaling and moving objects with puzzles in AR is the same as in non-AR. At the moment the one limitation I found is you cannot drag-move an object, although I believe this is fixed in the 3.7 upcoming release.
The way to implement your puzzles depends on how you want the user interaction to go.2021-04-21 at 2:08 pm in reply to: Is there a way to rename tabs in the Puzzles Editor? #40368
That worked great actually, thank you! Still would be nice to have this option in the interface.2021-04-20 at 3:31 pm in reply to: WhenDraggedOver and DragMove in AR on mobile issue #40351
That’s good to hear! I implemented the click solution which works, but is much less elegant and surprisingly more complicated.2021-04-16 at 2:05 pm in reply to: WhenDraggedOver and DragMove in AR on mobile issue #40256
Great to know, thank you!
I believe the units turned out to be the issue. Setting these to Meters in Max causes the indicator object to behave normally. Thank you!2021-03-16 at 10:29 pm in reply to: Disable Rendering (Anti-Alias) puzzle not working on iPad #39519
Good idea, I checked and yes the swiss army knife works, and other projects I’ve built work on the iPad.
For this project that isn’t working, we updated this from an earlier “v.3.3.1” project to 3.6. I can only think it’s for this reason because it works fine on android and PC.
I can create a brand new puzzle in this project “when clicked do (disable render anti-alias) and it does nothing.
Instead of the “On Click” puzzle you need to use “When Dragged Over” puzzle.
You’ll put your Drag Rotate puzzle in the Move Do section.
Excellent to know, thank you!
Thank you, this is 100% exactly what I needed!
I understand. I have split the project up into Multiple Max files and the on-demand gltf loading works well.
This would still be a really useful feature for Max users, do you anticipate this being added in the future?
You could try straightening out your object and resetting transforms, then apply the lookat constraint. This may or may not be simple depending on your rig. I had to do this with a hydraulic piston recently and it allowed me to disable the “keep initial offset” setting.