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Chris

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Everything posted by Chris

  1. Hi SK12, it is when the vehicle is no longer running on the designated course area, begins going in the opposite direction or is noticed as being stuck for more than a few seconds.
  2. Distance of Vector [X, Y, Z] should be rather self explanatory so I assume your question has to do with the target value. The target value of 5650 is an internal identifier for the Landing Pad game object. If you put in a value of 50 it would point to a different game object which, would return the vector to the object with the unique internal identifier of 50 if it was included in the simulation. As we are going to be using the Landing Pad within the final version of the simulation which you will evaluated on which has an identifier of 5650 we would recommend that you utilize that asset for your testing.
  3. Hi Sakthi, You can turn on "Allow Fly Camera" by going into Edit Sim > Settings > Desktop > Allow Fly Camera. During experience mode, you can also press ‘V’ on the keyboard to enable the bird-eye view camera. If enabled, you are able to view the track from a floating camera view. Use WASD to move around (Holding W will let you move forward towards the direction you are looking at, so you can look up and hold W/look down and hold S to fly up ) and move the mouse to look around.
  4. Hello Sakthi, please look at the information from page 10 on initialization and combine it with the functionality on page 11 for Accelerate Vector [Y] at Value [Input]. Some combination of these should allow you to have the lander hover in some capacity. While I would not recommend this as a part of your final solution this should help you get started and begin applying logical behaviors to when and at what values you should be applying these acceleration vectors.
  5. Hi Thomas, Sorry for any confusion about the normalized angle. I believe that is a mistake in the description. It will return a value that is negative or positive depending on angle. I believe an angle that is displayed as a negative value would be if the resulting raycast was sent at an angle like this \ or a positive value if it is like this /. From this information you should be able to create a behavior to have your vehicle turn either left or right.
  6. Hi Jesus, this error has been resolved. Thank you for bringing this to our attention.
  7. Hi Jesus, my apologies about this. It seems that there is some error present where the behaviors are not properly saving. I have informed the developers of this error and it should be fixed in a coming build. Thank you for bringing this to our attention, I will try to follow up on this thread with the version number where this bug has been addressed.
  8. The asset was made by a 3D artist within our company. It is being worked on by the art team internally and should make its way to the public repository in the near future. In the mean time, I can share it with you, please respond to the private message I sent you about your HyperSkill id.
  9. I am not 100% positive but I suspect that your values were cached by your system and were not updated until you restarted the application or brought the object into a new simulation. I will report this issue to the developers and have them look into this issue. Thank you for reporting this.
  10. Thank you. I have finished my practical example of your task with the simulation. The first thing I did was I added an empty Test Tube that I had on hand. Then I added 3 Hitboxes to it at the top, middle, and bottom of the tube. I am using the red cubes as a replacement for the blood in this case. Their default property is snapped into the test tube so that when the simulation starts they will be organized as shown below. For the state actions, I used collide to facilitate the transfer of the blood from one test tube to another one red cube at a time. The entire graph looks like this: All the events contained within are very similar, for the collision events it is always the Pipette with either Test Tube 1 or Test Tube 2. The Set Attributes are the transfer of the red cubes from either Test Tube into the Pipette or vice versa. All of these changes have been made in your simulation and should be available for your review. I hope that this helps.
  11. No problem. As demonstrated by my earlier video by following the above steps it seemed to work appropriately as I was able to put cubes into the inside of the cabinet.
  12. It seems you never gave me editor permissions to review your state machine setup. Could you please give me editor access as the hitboxes seem to be working appropriately on my end. As a reminder, the hitbox on the FURTHEST end on the right is R01 based on how you have it set up. It seems like that is the one that you have missing. Not R03. If you would like me to take a look at your Global Triggers to confirm this you will need to share the simulation with me giving me editor access rather than view access.
  13. So that hitbox should R01. Please give me edit access to the simulation when it is shared if you would like me to confirm that R01 is setup to receive an object but in my test with your same object it is working properly. To give someone edit access go through the sharing menu the same as you did before but in this dropdown here select Editor.
  14. In the upper right hand corner you can leave the simulation and be taken back to the home screen by the X button in the upper right. This is how the application knows that you have finished working within the space. If you leave the application through another method, such as closing the application, the message that you have finished editing is never sent so it thinks that someone is still in the simulation working.
  15. I am not experiencing the same issue, everything with the object seems to be working as expected. Let me just walk through the steps. In the Virtual Object tab, set ALL components of the object attributes from Box to Mesh. In practice this is every object under Labconco_Protector_XStream_Laboratory_Hood (starting from ACID, axis_of_rotation, etc.) My authored scenario is much the same as yours. I have brought in the LabconcoFBX and a cube. I have kept my authoring to be the same as well, but I did add 3 hitboxes called Testing Inside, Testing Inside Left, and Testing Inside Right to mine. I left the selection for Highlight snap zone selected to make diagnostics easier. Here is a video of it working properly on my end as well: SnappingIntoLabTech.mp4 So in conclusion, from my end, I don't see anything wrong with this setup or object and it is working as expected. Please let me know if you are still having issues or if you need me to go into any further detail for any step. I suspect that your issue is with the first step where not every attribute was set to mesh.
  16. Sure thing, if you would please go to your object in your repository (LabconcoFBX) and press the share button on the object. Please type in the account siind@siminsights.com. This should share the object with me and I will be able to take a look at it myself.
  17. Hi there, so what is happening is you are likely not exiting the application properly while inside of the simulation. This message is meant to be a warning to users that are working collaboratively as having two users making changes simultaneously is currently not supported. We are working to improve our detection system if people are inside of a simulation which should improve false positives like this but it currently only checks to see if the last person who joined the simulation left properly.
  18. Display Monitor is meant to be used to allow a Virtual Object to display images that you have uploaded into your repository. Here is a series video outlining the process.
  19. We currently do not let users change the shader properties of uploaded objects. You can change the albedo image property of an object by turning the targeted area into a Display Monitor which will let you change the it to the specified image but it is not meant to be used that way. The two types of uploads that contain the most information are .FBX, .GLB, and .OBJ. From how it was packaged it looks like your .OBJ file has external references to the materials rather than them being embedded which was a choice made by the creator of your object when it was packaged.
  20. Hi Lab Sim Builder. I have looked at your asset setup and my guess is that the method of setup for your object his covering the hitbox. Objects in HyperSkill have a Rendering Component which is what you see as well as a Physics Component called a Collider which is how your computer tries to determine where the boundaries of an object are. What I suspect has occurred is that you have utilized a very rough setup for your object in question which has essentially just created a large box around your object. To adjust this you will need to go to your Virtual Object, select the component that is causing the issue, and change its Collider type from Box to Mesh or Mesh Convex (most likely Mesh). This will cause the system to match the Physics component to that of the Mesh Renderer and should address your issue. Please let me know if this fixes your issue.
  21. Hi Helia, just as a diagnostic step, could you try making your vehicle half of it's current size by using the scale tool then running it and let me know if it behaves differently?
  22. Hi Helia, is this in every course or just the new one of Track: Race Course 2?
  23. I can confirm it is there on the last page.
  24. Hi Nicolas, could you give me some details about your computer that you are using? I am not able to replicate your issue on my end at this time.
  25. Hi Harsh, I have sent you a private message with instructions on next steps. Please follow up and let me know so that we can help resolve this issue.
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