Jonathan Solichin
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Hi Frank! How GlobalTime and ExternalTimeController work with particle system material You're right, GlobalTime and ExternalTimeController will help you with this. ExternalTimeController connects w...
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Hey Francisco, It is not possible to load another lens from a lens. One way you can do this is by putting multiple mascot in one Lens and allowing the user to tap through them. Check out this guid...
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Hey Filip, Can you share with us the link so we can test on our end? Thanks! Jon
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Looking great! Glad I could help. Can't wait to see the final Lens!
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Hi Bram, No problem! Remember how the second flag in setObjectsEnabled defines whether the function enables or disables? So in order to get a trigger that disables the object, similar to above, add...
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Hey Bram! That's a great idea. We can take code from FullscreenTemplateState.js to help us with this. First we need to get a list of the objects we want to enable from the Inspector panel. So at th...
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Hi Carly! Ah you're close. I believe the reason that you see those things at the bottom was because the script and the SceneObjects are not hooked up together. We can resolve this by exporting it ...
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Hey Bram, This is based of the mesh builder guide you mentioned, so the scene set up is the same. One difference is that in this guide we haven't implemented how world tracking would affect the s...
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Hi Bram! Yes, this is possible. You just need to modify the FullscreenTemplateState.js inside the Scripts folder. You'll notice that in this script, inside the function createTouchManager, we hav...
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Hi Deb, Are you using your own state manager system? At a high level, what you probably want to do is add an input for your animation's AnimationMixer in the state manager // @input Component.Anima...