I feel like it's more of the issue of AnimationLibraryComponent, I switch the onNotification to onTap trigger on BehaviorComponent, it behaves just like onNotification trigger, not working. Then I found that there is actually missing AnimationLibrary component on my target entity (the one with BehaviorComponent, let's call it entityA). I found that when I add AnimationLibraryComponent on it, the timeline animations in the scene don't add themselves into the AnimationLibraryComponent.
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Wonder if Behavior Component isn't completely configured, then why the notification action inside the timeline can be fired?
Thanks! Gonna get back to you if I have any luck.
The weird thing is, when the ball moves towards the block(wall) directly with linearVelocity's direction almost equaling to the wall's normal's direction. The ball then stopped immediately like it sticks to the wall. Seems like the momentum has completely transferred to the wall. (But I locked the movement of the wall so the wall won't move)
I tried to replace Qiu with code-generated ModelEntity, I would say...its probably work? As the simulation result is quite confusing. All I need to do is to let the invisible block not "consume" any of the momentum there. All the speed damping process should only be determined by Qiu's property.
this behaves like a small ball "tries to" transfer its impulse onto the block lol
But this won't change the fact that my anchoring under Visualization being randomly switched to ceiling/table/floor right? In the ARKit I only track handAnchor with HandTrackingProvider. I am thinking is it possible to use available anchors' transformation to transform my scene back to the correct position?
Actually with your suggestion in mind, I specifically add an AnchorComponent on Root object of my loaded scene, and set it to anchored to "world". But it seems nothing has changed. I bet there were still some manual settings that I accidentally triggered the setup. Like "when you want to implement a feature, you have to set default anchor to automatic", and probably this line of code is hard coded in RealityKit.
Hi @gchiste , I have check that out, my scene actually doesn't contain anything, just an empty scene and all the other game objects are placed and generated in runtime (by loading object from another .usda scene). I didn't find any AnchorComponent in any of my scene (.usda file). Is there any other way that may affect the anchored position?
Also I wonder If I want to add an empty Entity as common parent to serve as the parent of all my different game scenes. Say I have different levels and when I switch from level 1 to level 2, I just need to write level1.removeFromParent() and myCommonParent.addChild(level2) to control over the level switch. Can I implement this by adding content.add(myCommonParent)? Seems like this can still lead to the anchor issue. But if myCommonParent = AnchorEntity(.world), would that be possible?
Thanks! That really reminds me to checkout AnchorComponent. Probably I need to manually set AnchorComponent to the .world? Since my mainGameScene right now is just a default empty scene. I have checked my "Root" object and contains only default Transform and Material Bindings. But I do will attach AnchorComponent to my scene to see if that could override some default or unstable settings.
Thanks! I didn't aware there was a hoverFffectComponent.
Honestly I have forgot how did I solve it. Or I DID NOT? Instead I tried implement the same feature with collisionGroups.
same here, did you find any solution? I tried to set AudioPlaybackController.gain to 10.0 but still got no sound. And other audio file works fine.