I have a network graph like in this example. It is in fact possible to drag the graph around, however it stops whenever the cursor leaves the graph.
Therefore, I am wondering: How can I achieve a behavior of continued dragging on mousedown even outside of the the graph?
Thanks in advance!
Related
I recently came across a video by "t3ssel8r" where he was discussing procedural animation. In the video, I saw this:
That graph in the inspector window would be very helpful for what i am doing right now. The graph changes when the variables change, and would be helpful for prototyping a weapon recoil system ive been making, where the strength of the recoil (the Y value) is proportional to the amount of rounds fired (the X value).
Unfortunately, i cannot find out how to get that to display. While i could just keep using desmos, i would prefer if i could see the graph in unity. How do i get this graph to appear?
I found this specific demo done with custom editor script in Second Order Dynamics by lomakinsam on GitHub
SecondOrderDemo.cs is the one which you shared the screenshot.
It has one script for inspector/editor script which does the graph thing SecondOrderDemoInspector.cs
My university colleagues and I are trying to develop a Virtual Reality project for university where we use an Oculus headset and create a scene with a mouse where you can select and click and drag different objects in the scene. You are supposed to be stationary and move one of the controllers as if it was a mouse. However, we want to modify the behaviour of the controller to better fit the 3D environment. When an object is not selected, we want to interpolate the depth of the cursor according to the interpolation of the nearest objects. There is a paper that we were shown in class that we are supposed to drag inspiration from, and it achieved this kind of behaviour of the cursor with a normal mouse but I can't seem to find any information on how they did it. Our final goal would be to compare both ways of managing the scene and assess which one is better. We are using Unity with VRTK as suggested by our professor, but we and can't really seem to be able to access the mouse's file on how it moves or its behaviour, and we are kind of lost on where to go. Could someone help with this?
Here is the paper where they talk about it:
https://dl.acm.org/doi/pdf/10.1145/3491102.3501884
We so far have tried creating a simple scene and adding objects with different behaviours as well as a controller instance, but we seem to only be able to modify the events of the mouse and not its specific behaviour.
Kind regards and thanks
SITUATION
This is my first time using the VFX Graph. I am making a tornado effect. I just started the process of adding dust particles around the tornado but I already hit an obstacle right off the bat.
PROBLEM
For some reason the dust particles keep rendering on top of the tornado.
DESCRIPTION
In the "Initialize" context I have a "Set position (Shape: Arc circle)" so they spawn around my tornado. No matter how big I make its radius, they always appear in front of the tornado itself.
FRONT VIEW
TOP VIEW
I tried fiddling with all of the settings that seemed like they could affect this but nothing helped. I have both graphs within the same VFX file:
TORNADO GRAPH
DUST PARTICLES GRAPH
What am I doing wrong?
Outside of VFX graph editor, select your VFX object, and in the inspector rearrange the effects to get the desired ordering
I am new to Unity and trying to get basic hands working in terms of being able to see the hands and having them move in accordance with my own hands (preferably using controller, which I know has limited control over what it can detect hands are doing).
I configured OVRHandPrefab as shown in this article, but I do not see the hands. I have tried using with my (physical) hands only as well, but I don't see the hands. I tried disabling hand-tracking support, but that didn't help either.
I've tried all the options in "Hand Tracking Support" in OVRCameraRig
and am using the default values for the two OVRHandPrefab objects except for changing one of them to match the right hand (since left hand seems to be default).
I also tried using the OVRCustomHandPrefab_L and ..._R, but while I do see the hands they don't animate at all in accordance with me pressing buttons or triggers. I'm not sure if these prefabs are supposed to animate out of the box though.
If anyone can suggest any troubleshooting suggestions or any steps where I can get basic animated hand models working, I'd appreciate it.
I'm using Unity 2020.3.18f1.
Use the OVRCustomHandPrefab_L and ..._R and click "automap bones" button under OVR Custom Skeleton for each one.
Based on this repo https://github.com/qian256/ur5_unity. I am trying to get this working with some modifications, as I need. You can also see the issue in this repo.
I am unable to get the sliders move when I deploy it in the Hololens. I have a cursor that can gaze over the robot body but doesn't gaze on the slider bar or handle. I have tried most of the suggestions online including setting canvas to world-space.
I have already tried this out: HoloLens - UI/Slider and Cursor do not intersect during gaze
Without knowing more, if you can debug, set a breakpoint, and try to determine which object is being hit by your raycast, If it is an object behind your slider, then you need to adjust the layer of your slider object to be the top most layer and not shared by other game objects. If it is your slider, you might try and use the pinch and hold event, and detect which direction the user is pulling and then adjust the slider value manually.
The gaze would use Physics.Raycast thereby a Collider is required to gaze at somethiing. You can set quad primitives into your UI (with Canvas set to World Space with proper camera) by removing the MeshRenderer component but keeping the Collider one. You would then need to handle yourself gaze events for your UI e.g. gazing upper side of quad, you would manually move the slider up, etc.
Don't have 50 rep otherwise I would have commented but, I answered a very similar question here dealing with if your cursor goes through your UI element.
In the canvas I loose the cursor
However, if the problem is just that you can't move the cursor then, you need to make sure you have subscribed to the scroll/manipulation events for your cursor. You can test this to see if this is the case by just clicking on the slider in a different spot and the slider should jump to the spot you clicked.