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collabviewer-CustomContent.png


For details on specific considerations that you'll need to keep in mind when setting up your content, such as collisions and navigation meshes,

Configuring the start up models in your project, as well as changing the starting level, all work the same as the standard Collab Viewer Template. See the Unreal Engine documentaiton for more informaiton.

Loading your own Datasmith content at runtime can make use of the Cavrnus workflow.

Also, holos are available for loading and unloading at runtime using the Cavnrus connector.

Using 3D Models

  • Just as in the the standard Collab Viewer Template, model surfaces must have collision meshes in order to select or teleport to surfaces in a Cavrnus CVT Space. Navigation also requires a Nav Mesh.

  • The Simulate Physics setting must be turned off for any Actor that you want to be able to interactw ith using the Transform or Xray command.

Controlling Transform and XRay Behavior

  • Just as in the standard Collab Viewer Template, the mobility setting of each actor determines whether or not the Transform interaction can move, rotate, or scale the object at runtime.

    • Movable - The object can be transformed

    • Static/Stationary - The object can be highlighted, but its position, rotation, and scale cannot be adjusted.

  • Parent/Child Heirarchy

    • Objects will inherit adjustments to the Transform of their parent objects. They can also have Transform adjustments of their own, which are maintained as offsets from the parent.

      • Just as in standard CVT, a parent and child object’s Mobility can be set independently from each other.

      • For instance:

        • If a child object’s Mobility is set to “Movable” while its parent’s mobility is set to “Static” or “Stationary”, the parent cannot be moved at runtime, but the child still can.

        • If a parent object’s Mobility is set to “Movable” while its child’s Mobility is set to “Static” or “Stationary”, the parent can be moved at runtime, and the child will follow. However the relative offset of the child cannot be adjusted.

    • For instance:

      • if you move an object, it will have a new offset from its parent position. Moving the parent will also move the child and maintain that offset.

      • Rotating a child object will offset the angle of the object drom its parent. Rotating the parent will also rotate the child around the pivot point of the parent, maintaining the relative angle of the child.

      • Scaling a a child object will offset the relative size of the object from its parent. Scaling the parent will also scale the child from the pivot point of the parent, which may scale the offset distance of the child from the parent.

Changing the Starting Level


See the Unreal Engine documentation for more details.

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