![]() Often just the use of one material is fine as the state of the uv attribute of the buffered geometry instance is in a state in which it will work well with the textures that I am using in the material. This is fine if I am okay with every face in the geometry being skinned with the same material, otherwise I might want to do something else. ![]() You have to have CC to (constantly) ask, by using the behaviour "after a few seconds, do something" (which could be put on any object in the scengraph, but perhaps best suited at the "scene" like was explained in the start of this example.) The question to be asked (via "if a variable has a value") is, if key=1 then hide scene node (the key of course).When working with a Mesh Object in three.js a single instance of a material can be passed to the mesh constructor as the second argument, after the geometry, which will be used to skin the geometry of the Mesh. One thing to do is to make the key disappear as you "take it" - to do this: Of course, this example is far from complete. This is a very basic explanation of a very powerful feature. Otherwise, if the player lacks the key, it will not do anything. So, if the player has the key and is near the door, CC will check if the player has the key, and if so it will open - rotate the door 90 degrees on that axis. Choose the door and change the middle value to 90 or -90. Enter "key" value"1" and function for example: change rotation of scene node". As function, choose: "if variable has a value.". Givet it the on-proximity-behaviour as above. This means that when the player is near the key in the scene, the variable will change like a light switch - is now in on-position.ģ. Be careful - it has to have correct spelling! Enter value "1". Write "key" or "doorkey" or whatever you named it in the first step. Choose funtion "enter/change a variable". Enter a radius, choose the player, choose to activate when the play enters the radius. In your scene, you have placed a key for the player to find. So, you have instructed the game that the key is zero - it has no value as the start of the game.Ģ. ![]() Under "behaviours" press "+" and choose "before something happens.". You could do this by selecting the "scene" (at the top in the scene graph explorer). Start to make/import those objects into the scene and the follow below:ġ. ![]() How to make this happen is explained below. ![]() You can't open that door without the key. So let's imagine that there is a key to be found in the CC-scene. Or you can change the player animation from walking to swimming as the player enters a lake, or make a text screen show up if you have completed a specific task, like collected a sufficient amount of stuff. When you understand this concept, you will be able to do a lot! You can change the sound of foot steps depending on what kind of area/object the player is walking at. Or rather, it's the possibility of having that key. If you have that key, it might help you unlock a door, which will take you further in the game. To make it easier, think of them as a key. Variables are essential to understand in order to make interactions happen. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |