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hyperPad

hyperPad Forum

RobinsonXR

RobinsonX

@RobinsonX
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Recent Best Controversial

  • 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

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    🙏 I agree. I need to redo that array/dictionary tutorial 😭 I feel a bit of cringe rewatching that

    Help and Support

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

    Here is a working demo: https://bit.ly/4c2S5fd

    One restriction is that objects cannot interact with each other across scenes and overlays. If a scene retrieves an object ID from the overlay, it won't be able to reference that object. It can only reference objects from the same scene/overlay.

    Help and Support

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

    Broadcasting from the scene to an overlay is possible - it also works the other way round. Though I'm not sure what you mean by overlay dictionary. What are you trying to achieve and can you send screenshots?

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    But yeah, about the tutorials, I am disappointed with how we currently do things and the lack of tutorials we have. We do have a dedicated Help page with all the documentation, links to video tutorials, etc. but either the content doesn't help (too broad/no examples) or nobody refers to them.

    It also doesn't help that most of it is outdated 🙃 They're reliable but the screenshots would show UI that is different than what we have now

    We are currently focusing on web support, but I also think we should also focus on making the app itself more beginner friendly with built-in interactive examples and explanations. If the stuff that we have isn't clicking, then we should probably focus on more concrete foundational examples like this one:

    Help and Support

  • Dictionary load and save tutorials
    RobinsonXR RobinsonX

    Oh oops, yeah I found out about the issue with the demo I made. One of the behaviors were using the wrong input for when deleting a key. 🙃

    So in the project, when pressing save, it will save the current contents of the dictionary to file. If there is already a save, it will be overwritten.

    After you quit and come back, you can press load to restore that. It will load the contents back into the dictionary and it will update the label to display the contents.

    Help and Support
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