Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:18:02
<@694522887717126154> Which Convai version do you use?
Reply by bernardmasika | 2023-11-23 16:18:38
Images:
Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:18:02
<@694522887717126154> Which Convai version do you use?
Reply by bernardmasika | 2023-11-23 16:18:38
Images:
Reply by k3kalinix | 2023-11-23 16:18:52
Ok awesome.
Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:18:13
When did you download it and from where?
Reply by bernardmasika | 2023-11-23 16:18:54
just the other day, from a google drive link on your website
Reply by k3kalinix | 2023-11-23 16:19:02
Yes okay.
Reply by k3kalinix | 2023-11-23 16:21:38
why does it claim, no active character even though, i checked, true. is Character Active.
First of all, the character detection system is done by sending Ray from the mouse position on the Windows platform.
Since there will be no mouse position in VR, if you throw a ray from the forward part of the camera and go close to the character and look at it, the character will probably be detected.
Reply by k3kalinix | 2023-11-23 16:22:54
due to the fact i am aiming for VR, i changed the canvas. to word space, but the words are not appearing, even the handlers.(i.e character: and player: )
I don’t think anything will change in the CODE part, I guess when you switched to World Canvas, you had to reduce it too much in Scale and there was a problem with the dimensions.
Reply by k3kalinix | 2023-11-23 16:23:55
***so for VR, how does it go with micro phone, handling? for example if you are developing for window, you can control that on window settings, and my concern, is mostly during development, i struggling with testing. ***
I don’t understand your question.
Oculus has microphone settings in the settings.
Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:21:38
why does it claim, no active character even though, i checked, true. is Character Active.
First of all, the character detection system is done by sending Ray from the mouse position on the Windows platform.
Since there will be no mouse position in VR, if you throw a ray from the forward part of the camera and go close to the character and look at it, the character will probably be detected.
Reply by bernardmasika | 2023-11-23 16:42:15
so you mean, i should edit that part and throw rays from the XR rig? right? if yes, from which script do i find that implementation?
Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:22:54
due to the fact i am aiming for VR, i changed the canvas. to word space, but the words are not appearing, even the handlers.(i.e character: and player: )
I don’t think anything will change in the CODE part, I guess when you switched to World Canvas, you had to reduce it too much in Scale and there was a problem with the dimensions.
Reply by bernardmasika | 2023-11-23 16:44:48
its true i reduced a lot! but i have try other canvas prefabs, and they do not appear! even on the screen overlay mode
Replying to bernardmasika’s Message
Reply by bernardmasika | 2023-11-23 16:42:15
so you mean, i should edit that part and throw rays from the XR rig? right? if yes, from which script do i find that implementation?
Reply by k3kalinix | 2023-11-23 16:47:20
ConvaiNPCManager
Reply by k3kalinix | 2023-11-23 16:47:36
It is not whole script.
Just LateUpdate and OnDrawGizmos
Reply by k3kalinix | 2023-11-23 16:47:54
Replace your methods with that and try.
Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:23:55
***so for VR, how does it go with micro phone, handling? for example if you are developing for window, you can control that on window settings, and my concern, is mostly during development, i struggling with testing. ***
I don’t understand your question.
Oculus has microphone settings in the settings.
Reply by bernardmasika | 2023-11-23 16:48:08
so for example, when implementing for a window game, during testing you just know or set the microphone of the PC to be used.
when developing for VR, testing involving using the quest as the screen, it be connected with a wire to the computer (PCVR mode), so in this situation which micro phone will it be used? where can i control that?
i under in the script, there is part asking for permission, but that’s when you build, and some one install in the quest right??
Replying to bernardmasika’s Message
Reply by bernardmasika | 2023-11-23 16:44:48
its true i reduced a lot! but i have try other canvas prefabs, and they do not appear! even on the screen overlay mode
Reply by k3kalinix | 2023-11-23 16:48:13
Probably you changed something. I am not sure.
Replying to bernardmasika’s Message
Reply by bernardmasika | 2023-11-23 16:48:08
so for example, when implementing for a window game, during testing you just know or set the microphone of the PC to be used.
when developing for VR, testing involving using the quest as the screen, it be connected with a wire to the computer (PCVR mode), so in this situation which micro phone will it be used? where can i control that?
i under in the script, there is part asking for permission, but that’s when you build, and some one install in the quest right??
Reply by k3kalinix | 2023-11-23 16:48:39
You can control it by Oculus Windows APP.
Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:47:36
It is not whole script.
Just LateUpdate and OnDrawGizmos
Reply by bernardmasika | 2023-11-23 16:48:57
right, thanks, i am going to try, i will give you a feedback.
Replying to k3kalinix’s Message
Reply by k3kalinix | 2023-11-23 16:47:23
Reply by bernardmasika | 2023-11-23 16:56:13
do i need to touch the camera, line of code, if only available camera on scene is XR rig?
Reply by k3kalinix | 2023-11-23 16:56:29
no
Reply by bernardmasika | 2023-11-23 16:57:55
why was mouse position also used?
PS: i am trying to understand, the logic so that i can try to think how should i do it. or have ever try it before with VR? may be any of your team member. thanks