Hi guys,
I need to play/stop an animation when i touch the trigger with Oculus Touch controller or just touch the trigger.
I really don't know code at all, sp, i try to do my best to archive that, but still have some issues:
That is my trigger:
And this is my Flow:
I'm using Oculus Rift with toutch controller to play around in the scene, my animation Works fine, the problem is, when i toutch the trigger, my screen freeze and I receive this error message:
localhost / Lua: [string "..."]:68: Accessing a deleted unit. Error Context ---------------------------------------- Flow callback: local Unit = stingray.Unit local Matrix4x4 = stingray.Matrix4x4 local Quaternion = stingray.Quaternion local Vector3 = stingray.Vector3 local Color = stingray.Color local Vector4 = stingray.Vector4 local Material = stingray.Material local Mesh = stingray.Mesh local _selection_mask_counter = 0 local function get_mesh_by_name_or_all(unit, mesh_name) local meshes = {} if mesh_name and Unit.has_mesh(unit, mesh_name) then table.insert(meshes, Unit.mesh(unit, mesh_name)) elseif mesh_name == nil or mesh_name == "" then local num_meshes = Unit.num_meshes(unit) for i=1, num_meshes do local mesh = Unit.mesh(unit, i) table.insert(meshes, mesh) end end [...] ) return end for j=1, #materials do _match_found = true local material = materials[j] Material.set_vector4(material, "dev_selection_color", color) -- Material.set_color(material, "dev_selection_color", color) Material.set_scalar(material, "dev_selection_mask", (_selection_mask/255)) Material.set_shader_pass_flag(material, "dev_selection", value) end end if not _match_found then print_warning("Warning: setUnitHighlight: No material slot found for "..Unit.debug_name(unit).." named "..tostring(t.MaterialSlot)) end end end return setUnitHighlight Lua Callstack ---------------------------------------- [1] [C]: in function has_data [2] [string "..."]:68:in function <[string "..."]:41> [3] [C]: in function update [4] core/appkit/lua/world_wrapper.lua:84: in function update [5] core/appkit/lua/app.lua:257: in function update [6] core/appkit/lua/simple_project.lua:381:in function Lua Locals ---------------------------------------- [2] t = table: 000000007ECAB368, _selection_mask = 6, input_color = Vector3(67, 255, 163), alpha = 1, unit = [Unit (deleted)], value = true, color = Vector4(0.262745112, 1, 0.639215708, 0.xxx-xxxxxxxx) [4] self = table: 000000007ECCC6A0, dt = 0.022154655307531357, world = [World] [5] dt = 0.022154655307531357, managed = table: 000000007ECCDB78, managed_world = table: 000000007ECCC6A0 [6] dt = 0.022154655307531357
I really don't know what i need to do to fix that.
When i touch the trigger, with Oculus Toutch, my animations needs to stop, and when I move my hands out of the trigger, my animation needs to resume.
If anyone have something to help me, thanks.
you need to attach/constraint a proxy mesh with an actor to the controller,/hmd ,having trigger /character template, and set your triggers as character trigger so that when it touches it triggers it,,.. triggers are special physics object that only fire out event if any matching template collides or passes through.
and considering your erros you might be having issues with selection outline, node. and that your not giving proper input to it, check your units properly where u asssigned selection outline nodes
I have the same issue. I have read the solution, but have now clue how to attach a proxy mesh to my controller.
Can anybody help me with that?
I have the HTC Vive btw, but that should not be a problem.
I believe u have'nt learnt much basics, Help docs, is ure friend for now.. ALso to parent link something to another. you have to use Unit Link node. followed by an offset position and rotation after link node is applied..
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