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Josh

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Everything posted by Josh

  1. I am having trouble reproducing this error. I tried with both 0.9.1 and 0.9.2 and everything worked as expected.
  2. You can place this script in the "Scripts/Start/Extensions" folder to add text-to-image, image variation, and seamless stitching. An OpenAI API key is required. For version 0.9.1 OpenAI.lua For version 0.9.2+ OpenAI.lua Be aware that restrictions will apply on different publishing platforms if you use AI-generated content in any projects.
  3. It might just be that the widget should be created with a bigger height value.
  4. There is no 2D rendering in Ultra. There is only cameras with orthographic projection: auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC) orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); All cameras that render to a texture buffer are drawn first, then other cameras are rendered, in the order they are created. You can create a sprite, create a material, get the texture buffer's color texture and apply it to the material, apply the material to the sprite, and place the sprite in front of your final orthographic camera, and that will make the two renders appear onscreen. The reason it's done this way is because it gives you a lot of power to do anything you want. Post-processing effects can be applied underneath or on top of 2D graphics. You can add 2D graphics in the background. You can make multiple camera renders appear on screen. This method can be used to control which entities are visible to which cameras: https://www.ultraengine.com/learn/Entity_SetRenderLayers The second example here might be helpful: https://www.ultraengine.com/learn/CreateInterface
  5. Someone had a similar error a year ago but updating VS fixed it: https://www.ultraengine.com/community/topic/61132-ultra-engine-testing/page/5/#comment-296676
  6. Additional info here: https://learn.microsoft.com/en-us/windows-hardware/drivers/display/tdr-registry-keys
  7. Updated to 17.8.3 on the Win 11 machine, no problem compiling both builds.
  8. I tried this on my Windows 11 machine, with VS 17.7.7 and the dev channel. Compiled a new project in debug and release modes with no errors.
  9. Can you post a screenshot showing exactly what happens? Is this on Steam or with the standalone?
  10. It sounds like perhaps the Ultra lib files did not download correct.ly? In the path you posted above, I see a folder called "14.38.33130".
  11. Ultra Engine is specifically designed to yield the fastest possible performance for VR and 3D and provides order-of-magnitude faster performance over other engines. It uses many trade secrets I spent years researching and developing, and I am not giving the source code out. The editor provides support for Lua scripts and an extended API that can be used to build new functionality into the editor.
  12. I do not know what ATL is. The only requirement when you install Visual Studio is "Desktop Development with C++":
  13. Are you using Visual Studio 2022? I have the dev channel installed, with VS version 17.8.3 and a new project compiles with no issues.
  14. Added "Make Variation" texture tool.
  15. What channel did you install from? Stable?
  16. At that level it's impossible to even tell what is happening.
  17. Click somewhere on the object, hold the mouse, move the mouse, and let go. In the 3D viewport this will move the object on the XZ (horizontal) plane. If you hold the Alt key you can drag objects up and down in the 3D viewport.
  18. Why are you increasing the look speed 1000x it's normal value? When I do this, the camera rotates around wildly for every little movement.
  19. I'm thinking per-entity settings should be emission color, texture position, texture scale, and texture rotation. Emission color is only active if an emission map is present. It does not act as an emission color alone, because otherwise it would be impossible to display many models correctly. Animation (scrolling and rotation) should be a per-material setting. I'm basically just describing everything in the above post using different words.
  20. I have noticed something similar when I was manually editing the settings file...
  21. The player collision mode ignores any assigned colliders and uses several cylinder shapes to get the desired behavior. It would probably not be difficult to add a command that adjusts the radius and height of the player shape.
  22. The problem is that your Lua file is called "Marble.lua" but your class is called "marble". I am not exactly sure yet why that should matter, but when I changed the case it worked: Marble = {} function Marble:Start() self.camera = CreateCamera(self.entity.world) end function Marble:Update() local window = ActiveWindow() if window ~= nil then if window:KeyDown(KEY_W) then self.entity:AddForce(1,0,0) end end end RegisterComponent("Marble", Marble) return Marble I also noticed your JSON file uses the extension ".Json". While this won't cause any problems on most systems, it could be an issue in the future if your game runs on Linux, and I recommend always using a lower-case file extension (.json).
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