Flafla2 / Vive-Teleporter

A framework for Unity3D that automatically generates teleporter boundaries and facilitates the teleporter mechanic, similarly to Valve's "The Lab"
MIT License
394 stars 93 forks source link

Indicator Circle not Present #15

Closed psurace closed 7 years ago

psurace commented 8 years ago

Hey There,

I have this set up as correctly as I can imagine. I'm sure it's still user error. I get the Parabolic line work, but no "target" circle or orange border on the floor. Also upon pressing, it doesn't teleport, should it?.

Flafla2 commented 8 years ago

Make sure you have correctly configured your Vive Nav Mesh.

See here for more information regarding this.

psurace commented 8 years ago

What could I do to double check. Everything seems in order with your process?

psurace commented 8 years ago

So here's what I'm seeing.

This is your example file.

yours

And my file. That green ball I assume is suspect?

mine

psurace commented 8 years ago

I live in Los Angeles, but I'm from Staten island BTW...ha.

Flafla2 commented 8 years ago

Have you set the "Nav Mesh" property of the Parabolic Pointer? (topmost property)

psurace commented 8 years ago

These are the added parts to Unity In my file.

On the Camera: onrig

NavMesh/: navmesh

Pointer: pointer

psurace commented 8 years ago

Really appreciate everything BTW...for sure.

Flafla2 commented 8 years ago

Do you have colliders on all of the selectable objects?

If not you need them. Otherwise could you send me an example scene?

On Jun 6, 2016, at 11:26 PM, psurace notifications@github.com wrote:

Really appreciate everything BTW...for sure.

— You are receiving this because you commented. Reply to this email directly, view it on GitHub, or mute the thread.

psurace commented 8 years ago

Here it is. If you could also (I know I'm a pest but I'm East Coast at least!!!), break down what I did wrong? Then I wont bother you about it ever again once I learn :-).

Files Here. www.patricksurace.com/transfer/VIVEAlive.zip

Thanks so much!

-Patrick

Flafla2 commented 8 years ago

It appears you have no Teleport Vive component attached to the camera. Add that to the Camera (eye) object in your scene and assign the properties as discussed in the linked how-to and you should be good.

Note: The Teleport Vive component MUST be attached to the rendering camera, NOT the [CameraRig] object!

psurace commented 8 years ago

Interesting. I tried "fixing it", no dice. I did it over and now I don't get the Parabolic Line anymore either and it still doesn't teleport? Did you get it working there? I appreciate your time man...Maya I know, Unreal I know better....Unity is like a week old for me, sorry.

Flafla2 commented 8 years ago

Teleport vive plugs into the camera's rendering callbacks, that's why it must be attached o a camera. Does the example scene work?

psurace commented 8 years ago

The example scenes work perfectly. But I don't know Unity well enough to know if I messed anything up trying to "remove all components" and redo-ing it. Is that a scenario? Left over pieces can screw me?

psurace commented 8 years ago

Why would things like the "Parabolic Selector" Material disconnect? It appears to be there in the pointer graphic material section but didn't show up in the VIVE until I remap its connection?

Flafla2 commented 8 years ago

No, if you get rid of everything and try again there shouldn't be a problem. Try starting over and follow the tutorial instructions very carefully.

psurace commented 8 years ago

Also, I know this is "user error" but you made this thing and it works so well in your example...I want to use it...I'll gladly do anything 3D I can for you, just ask :-) That's why I keep bugging you, haha!

Flafla2 commented 8 years ago

In the next update I might remove the need to use TeleportVive and configure it automatically. It seems like it is the biggest cause of user error

psurace commented 8 years ago

Well I'm sure after 4 months with Unity, I'd be like "of course that didn't work". But as of now, no...I have no idea. Your tutorial works very well too, it was easy to understand. My controllers died, HA I'll check my newest again soon. I got my Visual parabolic Selector in the Unity Viewport again, so that's a plus. However I have never seen the "Green" sphere that is pictured above in MY scene...what is that and what should it be attached to? I want to say it's the indicator circle, which I also never see in my "Play" on the VIVE. All yours work fine, obviously that's what I'm testing, back and forth.

psurace commented 8 years ago

I'm getting closer. I have one cube in here that is "grab-able" that is the only thing that will reveal the "destination circle" and teleporting there works...nothing else does though.

psurace commented 8 years ago

Is it too much to ask for you to look at my file and see if there's anything that might be going on in my code for the grab able objects is conflicting with your stuff?

local306 commented 8 years ago

Hey, so I was having the same issue as the OP. I followed the instructions step-by-step verbatim and could not get the asset to work as it does in the demo scene.

Finally, for whatever reason, I decided to add in an additional object and assign it a user defined navigational area like the AI Only tag in the demo scene. Miraculously, this solved the problem. I've been trying to scour through the code to see what's up but I haven't had too much of a chance to dig deeply.

Is there any reason why this wouldn't work when a use defined nav area isn't defined?

Flafla2 commented 8 years ago

@local306 Sounds like a bug obviously. I'll look into it ASAP.

local306 commented 8 years ago

@psurace I have tried out the toolkit you mentioned, but I wasn't overly impressed by the teleportation's aesthetics. The arc is sloppy and doesn't handle as well as this package.

psurace commented 8 years ago

@local306 totally agree...if you dig in it's alterable alot. as you can see above the interest in helping me stopped so I'm making it work".

local306 commented 8 years ago

I think it may have been a stroke of luck, but I was unsuccessful at recreating the success I had from the first time around. I followed the instructions as laid out in the help section but it never configures properly.

I do have my previous scene working which I duplicate and start from there.

psurace commented 8 years ago

Unfortunately I've tried it over and over. Still doesn't work for me. I am not a coder though, so I guess I'm out of luck.

DaveLMyers commented 8 years ago

If I change the Agent Radius on the Navigation tab from the default of 0.50 to 0.1 and the Step Height from the default of 0.4 to 0.15, the green sphere on the Pointer shows up and I can teleport.

Xen0phobe commented 8 years ago

@psurace I was having the same problem. Following @DaveLMyers advice got it working.

Flafla2 commented 8 years ago

@DaveLMyers Thanks for the investigation. It appears that more processing / filtering needs to be done to the Unity Navmesh to import properly. I believe it has to do with the "Step Height" parameter (in my testing Agent Radius hasn't had any impact).

Can you provide an example scene where you are having problems?

mikeshultz commented 8 years ago

Confirmed. Agent Radius was the killer for me. My step height remains at 0, which is all I need. Having to have such a small agent radius kind of sucks for me, though, because I would like it much larger for my AI. Pretty new to unity but I'll continue looking into this and will let you know if I figured anything else out.

@DaveLMyers Thanks for the info.

mikeshultz commented 8 years ago

After further messing with it, you can set a higher agent radius as long as you set a manual voxel size. For my test I used an Agent Radius of 5, Voxel Size of 0.05, and a Min Region Area of 3. It takes quite some time to bake, but if you need to go that route, it is doable.

Flafla2 commented 7 years ago

Hello everyone, I recently bought a Vive so I can now work on this API again (after moving workplaces I lost access to one). I believe I have identified the issue here, and it has to do with a mismatch between the Voxel Size discussed above and the sampling radius that I use in my scripts (see this line). I use the sampling radius 0.05 there, which is greater than the Navigation voxel size in the sample scene (0.033). However, if the voxel sizes in your scenes are greater than 0.05 (which is very possible especially for larger scenes) then the issues discussed here would begin to pop up.

The solution presented in #31 agrees with this theory. So I'm going to add a "Sample Radius" parameter to TeleportVive, that you can increase if you have issues.

Luckily with Unity 5.6 I can actually automate this - Unity has greatly improved their Navmesh API in the beta. Jakob from Unity actually replied recently to my Unity issue regarding this, so it's great to see that these issues have been addressed. For 5.5 and below however, these parameters will need to be manually given.

Flafla2 commented 7 years ago

See 8edbc61 for an implementation of the above fix