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Help Change UV anchor runtime - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Rope (https://obi.virtualmethodstudio.com/forum/forum-4.html) +--- Thread: Help Change UV anchor runtime (/thread-1483.html) |
Change UV anchor runtime - TheMunk - 19-11-2019 Is this possible? I want to fake a rope paying extending like a endless conveyor belt. Alternatively I would use two cursors to add in one end and delete in the other, but i guess it would have higher performance to not simulate particles at all and just change the uv anchor, however doing "renderer.uvAnchor = renderer.uvAnchor - speed * Time.deltaTime" does not work at runtime or in executeineditormode. (19-11-2019, 01:15 PM)TheMunk Wrote: Is this possible? Seems like calling UpdateRenderer() with null paramters works fine. Is this inteded? EDIT: It doesn't work when building to Oculus quest. I can't figure out why... RE: Change UV anchor runtime - josemendez - 19-11-2019 (19-11-2019, 01:15 PM)TheMunk Wrote: Is this possible? Hi, Never tried building to Quest (I don't own one), so I can't say for sure. Tried in Rift and worked, but they're completely different platforms. Only Windows, macOS, iOS, Android and Linux are supported. Regarding the uvAnchor: why not doing the same thing (uv offsetting) but in your shader? much simpler and a lot cheaper, since you don't need to rebuild the mesh only to change texture coordinates. RE: Change UV anchor runtime - TheMunk - 20-11-2019 (19-11-2019, 04:13 PM)josemendez Wrote: Regarding the uvAnchor: why not doing the same thing (uv offsetting) but in your shader? much simpler and a lot cheaper, since you don't need to rebuild the mesh only to change texture coordinates. Damn what a brain fart - thank you! What I meant regarding the Quest was just that the updateRenderer method did not work at runtime. Quest runs on Android so everything else seems to work fine. |