Unity XR integration scene objects rotate along with head movement - integration

It all happened when I declared the camera as global of type transform. Just wanted the debug ray to follow head movement and to be placed at the center. I managed to get that but all objects in the scene just followed suit
public GameObject ground;
public Transform lookCamera;
void Update()
{
Transform camera = lookCamera;
Ray Ray;
RaycastHit[] hits;
GameObject hitObject;
Debug.DrawRay(camera.position,camera.rotation * Vector3.forward * 100.0f)
ray = new Ray(camera.position, camera.rotation * Vector3.forward);
hits = Physics.Raycast(ray);
for (int i=0; i<hits.Length; i++)
{
RaycastHit hit = hits[i];
hitObject = hit.collider.gameObject;
if (hitObject == ground)
{
Debug Log("Hit (x,y,z): " + hit.point.toString("F2"));
transform.position = hit.point;
}
}
}
}
Now I've removed the global declaration and change from this
Transform camera = lookCamera;
To this
Transform camera = Camera.main.transform;
The problem never solved. I even created a fresh new scene. Check the bindings on XRRig main camera seem nothing could help. Do anybody got any idea how to solve this?

I have figured out what was causing the issue in my situation. I simply had to disable the XR Device Simulator that I was using to test the XR controllers on my computer through keyboard and mouse.

Related

AS3 tween object not working with .hitTestObject()

I am having a major problem in my new browser app.
Okay so I made game where different cubes (squares) spawn at the top of the screen and I use the Tween class to make them go down the screen and then disappear.
However I want to detect a collision when a cube hits the player (that is also a flying cube).
I tried everything, truly everything but it does not seem to work. The problematic thing is that when I remove the "Tween" function it does detect collision with the hitTestObject method but when I add the "Tween" line collision won't be detected anymore.
It looks like this:
function enemiesTimer (e:TimerEvent):void
{
newEnemy = new Enemy1();
layer2.addChild(newEnemy);
newEnemy.x = Math.random() * 700;
newEnemy.y = 10;
if (enemiesThere == 0)
{
enemiesThere = true;
player.addEventListener(Event.ENTER_FRAME, collisionDetection)
}
var Tween1:Tween = new Tween(newEnemy, "y", null, newEnemy.y, newEnemy.y+distance, movingTime, true);
}
And the collision detection part:
private function collisionDetection (e:Event):void
{
if (player.hitTestObject(newEnemy))
{
trace("aaa");
}
}
I am desperate for some information/help on the topic, it's been bugging me for days.
Thanks for your time, I would be very happy if someone could help me out^^
First, make sure the "newEnemy" instance and the "player" instance are within the same container. If they are not, their coordinate systems might not match up and could be the source of your problem.
Otherwise, you need to keep a reference to each enemy instance you create. It looks like you are only checking against a single "newEnemy" variable which is being overwritten every time you create a new enemy. This might be why you can successfully detect collision between the player and the most recent "enemy" instance.
So... you need a list of the enemies, you can use an Array for that.
private var enemyList:Array = [];
Every time you create an enemy, push it to the Array.
enemyList.push(newEnemy);
In your "collisionDetection" function, you need to loop through all of the enemies and check if the player is touching any of them.
for(var i:int = 0; i < enemyList.length; i++)
{
var enemy = enemies[i];
if (player.hitTestObject(enemy))
{
trace("Collision Detected!");
enemy.parent.removeChild(enemy); // remove the enemy from the stage
enemies.splice(i, 1); // remove the enemy from the list
}
}
I'd suggest that you move to TweenMax, it just might solve your problem, and in my experience it's much better in every possible way.
Scroll down the following page to see a few variations of this library, I myself use TweenNano, they're completely free of charge:
https://greensock.com/gsap-as
I think some plugins cost money, but I doubt you'll ever need them.

How to use CitrusSprite.velocity

I have the following function in a scene that extends citrus.core.starling.StarlingState - it loads the PlayerRun animation and displays it on the screen. For the most part, this code works: I see the sprite on the screen (it's running in place).
protected final override function DrawScene ():void
{
Player = new CitrusSprite ( "Player" );
Player.velocity = [60, 0]; // Doesn't seem to have an effect
Player.x = 40;
Player.y = 40;
var oClip:MovieClip = new MovieClip ( Resources.getTextures (
"PlayerRun" ), 24 );
Player.view = oClip;
add ( Player );
}
I'm not sure how I'm supposed to use the velocity property - there's no documentation for it and no matter what numbers I use in the code above, it doesn't change the display: the animation plays but the sprite is stationary (it doesn't move horizontally as I would expect it).
Am I using the velocity property incorrectly? Does Citrus support sprite velocity or is this something I'd have to implement myself?
As it turns out, CitrusSprite has a property, updateCallEnabled that's false by default and disables calls to update(). Once I set this property to true, the code started working as expected.
I haven't used Citrus yet, but looking at the source code it should work the way you've gone about it assuming that the update method is called on your player:
You can review the way the velocity property works at these locations:
The getter and setter for velocity.
The update loop for CitrusSprite.
MathVector, the type used for velocity internally.
I suspect you need to add the player to something that will queue it for updating.

Use bitmapData.hitTest on two bitmapData with centered registration point

I've spent all the day on this, it's time to ask for your help :)
I'm trying to do collision detection of two display objects, both have centered registration point.
On my stage I have fixed elements that when added to stage are pushed in an Array called "zoneUsed". All the displayObject in my project have the registration point in the center.
My goal is to click on the stage, and check if in the clicking coords I could create a circle. My plan was to create a Sprite for the new object, cycle on the zoneUsed array, and check if the new sprite have enough space to live.
Here my code so far:
private function checkSpaceForNewMarker (markerToCheck:Sprite):Boolean {
var isPossible:Boolean = true;
var bmdataToCheck:BitmapData = new BitmapData (markerToCheck.width, markerToCheck.height, true, 0);
var m:Matrix = new Matrix ();
m.tx = markerToCheck.width/2;
m.ty = markerToCheck.height/2;
bmdataToCheck.draw (markerToCheck, m);
for (var i:int = 0; i<zoneUsed.length; i++) {
trace ("*** CHECKING ****");
var bmddataOnTheTable:BitmapData = new BitmapData (zoneUsed[i].width, zoneUsed[i].height, true, 0);
var tableMatrix:Matrix = new Matrix ();
tableMatrix.tx = zoneUsed[i].width/2;
tableMatrix.ty = zoneUsed[i].height/2;
bmddataOnTheTable.draw(zoneUsed[i], tableMatrix);
if (bmdataToCheck.hitTest(new Point(markerToCheck.x, markerToCheck.y), 255, bmddataOnTheTable, new Point (zoneUsed[i].x, zoneUsed[i].y), 255)) {
trace ("COLLISION");
isPossible = false;
} else {
trace ("NO COLLISION");
isPossible = true;
}
}
return isPossible;
}
....But right now the results are weird. Depending on the zones, my traces work or not. What am I doing wrong?
The problem is , you are drawing 1/4 (quarter) part of every object.
BitmapData is not like a Shape, Sprite, MovieClip, and it crops all the pixels, when the drawing bounds is out of the bounds of (0,0,bitmapdata.width, bitmapdata.height) rectangle.
Just remove this lines:
m.tx = markerToCheck.width/2;
m.ty = markerToCheck.height/2;
and also
tableMatrix.tx = zoneUsed[i].width/2;
tableMatrix.ty = zoneUsed[i].height/2;
You don't need this translations.
Also your code may be cause for memory leak. You are creating bitmapdata, but do not dispose it. The garbage collector will not release the memory you have allocated.You must release memory explicitly. Call bitmapdata.dispose() every time you have no need of that bitmapdata.
I'm not sure that the origin of the bitmap has anything to do with the test itself. The very nature of the test would seem to imply that the hittest is based on the RGBA value of the two supplied bitmaps. Anyway rather than picking apart your own implementation I'll just refer you to a tutorial by Mike Chambers (adobe platform evangelist). http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/
Also for more flash tutorials check out www.gotoandlearn.com.

How can I load a Papervision/Flex application (SWF) as a material on a Papervision plane?

I am trying to build a portfolio application similar to the used by Whitevoid. I am using Flex 4 and Papervision3D 2. I have everything working except for one issue. When I try to load an external SWF as a material on one of the planes, I can see any native Flex or Flash components in their correct positions, but the papervision objects are not being rendered properly. It looks like the viewport is not being set in the nested swf. I have posted my code for loading the swf below.
private function loadMovie(path:String=""):void
{
loader = new Loader();
request = new URLRequest(path);
loader.contentLoaderInfo.addEventListener(Event.INIT, addMaterial);
loader.load(request);
}
private function addMaterial(e:Event):void
{
movie = new MovieClip();
movie.addChild(e.target.content);
var width:Number = 0;
var height:Number = 0;
width = loader.contentLoaderInfo.width;
height = loader.contentLoaderInfo.height;
//calculate the aspect ratio of the swf
var matAR:Number = width/height;
if (matAR > aspectRatio)
{
plane.scaleY = aspectRatio / matAR;
}
else if (matAR < aspectRatio)
{
plane.scaleX = matAR / aspectRatio;
}
var mat:MovieMaterial = new MovieMaterial(movie, false, true, false, new Rectangle(0, 0, width, height));
mat.interactive = true;
mat.smooth = true;
plane.material = mat;
}
Below I have posted two pictures. The first is a shot of the application running by itself. The second is the application as a MovieMaterial on a Plane. You can see how the button created as a spark object in the mxml stays in the correct position, but papervision sphere (which is rotating) is in the wrong location. Is there something I am missing here?
Man. I haven't seen that site in a while. Still one of the cooler PV projects...
What do you mean by:
I cannot properly see the scene rendered in Papervision
You say you can see the components in their appropriate positions, as in: you have a plane with what looks like the intended file loading up? But I'm guessing that you can't interact with it.
As far as I know, and I've spent a reasonable amount of time trying to make something similar work, the MovieMaterial (which I assume you're using) draws a Bitmap of whatever contents exist in your MovieClip, and if you set it to animated=true, then it will render out a series of bitmaps - equating animation. What it's not doing, is displaying an actual MovieClip (or SWF) on the plane. So you may see your components, but this is how:
MovieMaterial.as line 137
// ______________________________________________________________________ CREATE BITMAP
/**
*
* #param asset
* #return
*/
protected function createBitmapFromSprite( asset:DisplayObject ):BitmapData
{
// Set the new movie reference
movie = asset;
// initialize the bitmap since it's new
initBitmap( movie );
// Draw
drawBitmap();
// Call super.createBitmap to centralize the bitmap specific code.
// Here only MovieClip specific code, all bitmap code (maxUVs, AUTO_MIP_MAP, correctBitmap) in BitmapMaterial.
bitmap = super.createBitmap( bitmap );
return bitmap;
}
Note in the WhiteVoid you never actually interact with a movie until it "lands" = he's very likely swapping in a Movie on top of the bitmap textured plane.
The part that you are interacting with is probably another plane that holds the "button" that simply becomes visible on mouseover.
I think PV1.0 had access to real swfs as a material but this changed in 2.0. Sadly. Hopefully Molehill will.
cheers

How to set Video Frame Capture Using Bitmap Data

I'm implementing an Augmented Reality application for android using Flash. In order to get the application working on my Android Phone (nexus One) the Phone Camera must be activated as well. So I need 2 layers one for the background which is the feed of my phone camera and an other one on top of it which is the view from away3d in this case.
So setting up a BitmapData object to hold the information of the most recent webcam still-frame I can make this work.
If I use papervision3D library and FLARToolkit we setting up the BitmapData using the following part of the code found from this video tutorial:
//import libraries
import org.libspark.flartoolkit.core.raster.rgb.FLARRgbRaster_BitmapData;
import org.libspark.flartoolkit.detector.FLARSingleMarkerDetector;
private function setupCamera():void
{
vid = new Video(640, 480);
cam = Camera.getCamera();
cam.setMode(320, 240, 10);
vid.attachCamera(cam);
addChild(vid);
}
private function setupBitmap():void
{
bmd = new BitmapData(640, 480);
bmd.draw(vid);
raster = new FLARRgbRaster_BitmapData(bmd);
detector = new FLARSingleMarkerDetector(fparams, mpattern, 80);
}
private function loop(e:Event):void
{
if(detector.detectMarkerLite(raster, 80) && detector.getConfidence() > 0.5)
{
vp.visible = true;
detector.getTransformMatrix(trans);
container.setTransformMatrix(trans);
bre.renderScene(scene, camera, vp);
}
else{
vp.visible = false}
}
catch(e:Error){}}}}
However, to implement my application Im using Away3D engine and FLARManager and the way of doing that is very different as I can understand. I have implement the following code but the only think it does is just show the Flash Camera in the front of the 3D view and I can't check if my application is work or not since it doesn't show me any 3D Object when I place the marker in front of the screen.
My code is:
//Setting Up Away3DLite Camera3D
import com.transmote.flar.camera.FLARCamera_Away3DLite;
private var camera3D:FLARCamera_Away3DLite;
this.camera3D = new FLARCamera_Away3DLite(this.flarManager, new Rectangle(0, 0, this.stage.stageWidth, this.stage.stageHeight));
//Setting Up the bitmapData
private function bitmap():void
{
c = Camera.getCamera();
c.setMode(320,240,10)
this.v.attachCamera(c);
addChild(this.v);
bmd = new BitmapData(640,480);
bmd.draw(this.v);
}
Can you please help me to find out how can I combine those two?
I will really appreciate any advice i can get from you.
Thank you
To isolate your problem, I'd try to break these two things up and make sure each part works first. It's sounds like you've got the camera part working, try doing just some 3D (no AR) draw a cube or something. Then try implementing the AR but have it do something simple like trace something out or making an object visible or invisible. Then start combining them.