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hyperPad

hyperPad Forum

RobinsonXR

RobinsonX

@RobinsonX
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Recent Best Controversial

  • Bird eye diagonal viewpoints for character help!
    RobinsonXR RobinsonX

    After some testing, I noticed I made some mistakes. You want to divide angle by 360 divided by how ever many angles you have. In my example, I used 8 since I have 8 angles. Then you round it - you'll get a range from -4 to 4. Range changes depending on how many angles you have. 0 is up, 1 is top right, etc. Note that when it reaches -4, it goes to 4 but it's still pointing in the same direction. It's just that the angle becomes negative when the joystick ball is pointing to the left. Here are screenshots that should help.

    IMG_8754.png
    IMG_8755.png
    IMG_8756.png
    IMG_8757.png

    Help and Support

  • Bird eye diagonal viewpoints for character help!
    RobinsonXR RobinsonX

    If you have more directions than the 4 cardinal directions, then I'd suggest using Joystick Analog. The Joystick Controlled behavior only works with the 4 cardinal directions. Joystick Analog outputs angle, and based on that angle, you can play a different walking animation.

    For example, let's say you have 8 different angles (4 cardinal, and 4 diagonal) - you would divide the angle by 8 and round it. You get a number ranging from 0 to 7, each number corresponding to a direction. 0 is up, 1 is up and right, 2 is right, and so on... You can use If to check which angle it is and play a different walking animation.

    Help and Support

  • How to Stay inside a background object with different devices
    RobinsonXR RobinsonX

    No I never had the need to do anything like this, but if I'm understanding this correctly, you want the image to clamp to the screen's boundaries when the image is larger than the screen.

    There's no built-in way to do this.
    The easiest thing I can think of is moving the image to the player every frame (Frame Event --> Move to Object) and then using the Clamp Value behavior. You can clamp the x and y position of the image as it moves and restrict it to a rectangular area. You would have to account for the dimensions of the image and the screen.

    Help and Support

  • How to Stay inside a background object with different devices
    RobinsonXR RobinsonX

    IMG_8681.jpeg
    Why not use the built-in background option in scene settings? It has the option to do Aspect Fill so the background will always fill the entire screen without stretching

    Help and Support

  • Move player forward In their direction
    RobinsonXR RobinsonX

    You can use a Move to Object behavior and move the object to itself. But change the anchor point of the second object to be slightly above the origin. Now the object will move "forward" regardless of the rotation. So at 0 degrees, it will move up, and when rotated 90 degrees clockwise, it will move right.

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    I'm confused on what you're asking for. Can you share your project and explain what your expectations are?

    Help and Support

  • Best way to erase something in an array
    RobinsonXR RobinsonX

    That's probably the best way to do it at this moment. There's no built-in way to do that. We can add in another option in the Modify Array behavior to delete a specific element in the array.

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    @MrAeon1111 said:

    How to manage the attribute keys with multiple objects.
    Unlike in your example I have many object spawn at the same time. What do I put instead of “source object id”? Does it have to be dynamic?

    It looks like you're spawning multiple objects per iteration - maybe you meant to spawn one object per iteration?

    To answer your question, "source object id" is just an arbitrary key I used. You can name your key anything that makes sense to you. It can either be dynamic or predefined - there's no difference functionality-wise.

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    @MrAeon1111 said:

    It’s weird because sometimes it delete the source even if the ID is not the same… For that I do a modify array by doing a get array value at index when the spawn object is touched. But it doesn’t work every time. I don’t understand why.

    It is worth noting that Get Array Value takes a number for the index. If you put text for the input, it treats it as 0 (getting the first element instead).

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    @MrAeon1111 said:

    Yes but it is coming from a loop and a spawn the entire array. So what would you do?

    I'm not sure what you mean by this. Can you send a screenshot/picture?

    Help and Support

  • Just Thinking
    RobinsonXR RobinsonX

    Yes! that too! People aren't patient when scrolling through shorts 😭

    Comments & Feedback

  • I lost my code
    RobinsonXR RobinsonX

    Can you please elaborate what is going on?

    Here are some common things I can think of:

    1. You are editing behaviors in an object, and you scrolled very far from where the behaviors are and you can't find them --> Solution: Double tap with two fingers to return to the original position.
    2. You lost the object where your code is --> Solution: Unfortunately, there's no way to search for behaviors in the scene editor. You will have to manually search through the objects to find your code. A good tip is to put your behaviors in labels and title them accordingly.
    3. Your project has gone --> Solution: Click on the three lines on the top left in the projects menu. Go to My Cloud Backups and see if your project has a backup.
    Help and Support

  • Just Thinking
    RobinsonXR RobinsonX

    HypeHype has this feature, and from my experience of using it, it's not as cool as you think. 😅

    1. hyperPad projects are complex and preloading a bunch of them will degrade performance. HypeHype is fine with this because everything is a premade asset (you can't import your own stuff). hyperPad is much more flexible and provides more freedom, but in return, projects can be very large.
    2. Treating each project like a "short" makes them feel less meaningful. If all it takes is a swipe to skip a project, then what's stopping users from staying if they don't like what they see within the first few seconds?
    3. Nobody will read the description - screenshots are ignored. Sure, you may get some engagement in terms of how many people view your project and give a like, but users are less compelled to slow down and provide valuable thorough feedback because of how fast-paced shorts are.

    This idea seems very intriguing, but creators don't benefit from it and it only degrades the experience we have now.

    Comments & Feedback

  • Loop and spawn
    RobinsonXR RobinsonX

    btw the Spawn on Object behavior has a built-in Multiplier input field - it determines how many objects should spawn when the behavior is triggered once.

    Help and Support

  • Loop and spawn
    RobinsonXR RobinsonX

    @MrAeon1111 said:

    Hi,
    Can someone show me how to use the function loop?
    I have been trying the entire afternoon now with zero success.
    To make the most basic thing I mean
    Just to spawn all the elements of an array.

    Can you show me properly how to do it?

    I have an array. I want to spawn one of each element somewhere that’s it.
    Thank you

    In the Loop behavior, you use the For Each mode, so it would do it for each element in the array. You can either use the Array Behavior or plug it in look shown in the screenshot.

    IMG_8535.jpeg

    Then inside that loop, you can spawn an object. Nothing special about it - customize it as you wish.

    IMG_8536.jpeg

    You can use the currentValue output to get the current element in the array. In this example, I just set the text of the spawned label with it.

    IMG_8537.jpeg

    When looping through the elements, it will spawn one object for each element in the array.

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    @MrAeon1111 said:

    How to delete a spawned object from the array?
    I pick up an object and that object appears in the inventory. I want to remove the object from the inventory and from the array at the same time. Destroying the inventory object itself is easy, but I don’t know how to remove the source object (the one that was used to spawn the inventory object) from the array.
    The problem is that the object I pick up and the object in the inventory do not share the same object ID. Every time I pick something up, the inventory gets a new object instance with a new ID.
    How can I delete the original source object (the one that was used to spawn the inventory object) from the array when I destroy the inventory object?

    For this one you want to store the source object ID in the spawned object using attributes. You can use Set Attribute to set a key with the object ID as the value. Then when destroying the object, you can use Get Attribute to retrieve it from the object.

    Here's an example:

    Original Object

    The original object spawns another object (the red one). In the spawned object, we can set an attribute source object id with the original object id.

    IMG_8532.jpeg

    Spawned Object

    The spawned object can retrieve the original object that spawned it and destroy it.

    IMG_8533.jpeg IMG_8534.jpeg

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    @MrAeon1111 said:

    How do I put an object at the next index value place?
    It’s not append and not prepend. And I am not supposed to know the current index.

    After the A9. How can I put my next object there? Is there any function to put things one after the other?

    IMG_2807.jpeg

    You must find the index of the first occurrence of "".

    Loop loop through all elements of an array --> If check whether the current value is equal to "" --> Modify Array if the current value is equal to "", then you can replace the item given the current index of the Loop behavior -->Break you want to break out of the loop so it doesn't do it for the rest of the array.

    IMG_8527.jpeg IMG_8528.jpeg IMG_8529.jpeg IMG_8530.jpeg

    Help and Support

  • Broadcast message from a scene to an overlay possible?
    RobinsonXR RobinsonX

    No problem! You could also hide or show the objects anytime using the Set Visibility behavior, so it doesn't need to be visible all the time.

    Help and Support

  • Broadcast message from a scene to an overlay possible?
    RobinsonXR RobinsonX

    It's not impossible to make an inventory on an overlay - it's just tedious because of those limitations.

    Help and Support

  • Broadcast message from a scene to an overlay possible?
    RobinsonXR RobinsonX

    Something like an inventory should be on the Global UI layer - Global UI layer is shared across all scenes, and you can easily reference the objects in the behaviors.

    Overlays are used for temporary things like custom popups and alerts. You also can't interact with the scene when an overlay is present, and it also resets when closed.

    Help and Support
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