Jump to content

WidgetSpriteNode controlled as PlayerPersecutor


photo

Recommended Posts

Posted

Is there any way to pass a PlayerPresecutor controls or a Player class itself to WidgetSpriteNode somehow in order to move around a node like in model viewer from 2.5?

Posted

 

image.png.8fd5f6e408e65ac32ea804b9583f9967.png

I am talking about a model viewer, that pops up after a mesh/node selection. I mentioned 2.5, because at that time the entire UI of the Editor was written by using UnigineWidgets, and I am basically trying to achieve the same functionality, but inside the WidgetSpriteNode.

Posted

Hi Ilya,

The short answer is no.

WidgetSpriteNode doesn't work with Player, it expects the instance of the Camera class, which, basically, consists of modelview and projection matrices.
So, if you want interaction with the widget, you have to implement it yourself: accept user input and modify camera properties.

Posted
1 hour ago, ded said:

Hi Ilya,

The short answer is no.

WidgetSpriteNode doesn't work with Player, it expects the instance of the Camera class, which, basically, consists of modelview and projection matrices.
So, if you want interaction with the widget, you have to implement it yourself: accept user input and modify camera properties.

What about WidgetSpriteViewport? Is it the same thing, except for the world view instead of a single node?

×
×
  • Create New...