This plugin is fantastic and allows for a lot of interactions that were previously impossible to time, and I've already come up with a lot of ideas to use in my scene!
After testing it seems that this version of the plugin can only be used on atoms without a parent, if the atom has a parent the plugin won't work properly, hopefully this can be optimised in future versions
There is another small problem, I'm running VAM with the Chinese translation patch and found that the following four buttons do not work, clicking them does not respond, even in the plugin demo scene, the hover in/out function works fine, but cannot be edited in the plugin interface. When I use Alt+T to switch to English, these four buttons can be interacted with normally.
I really like your work. I highly recommend that you look into developing plugins that support VR features, such as displaying mouse pointers in VR and improving camera angle switching within VR environments. This game truly delivers an immersive,震撼效果 when played in VR, while the desktop version is primarily for scene editing purposes.![]()
● add : CUA Atom support
● fix : Issue where plugins wouldn't work properly if Atom had a parent. (report by supperGR)
● fix : minor bug fix
Hi, huiyu914 !I really like your work. I highly recommend that you look into developing plugins that support VR features, such as displaying mouse pointers in VR and improving camera angle switching within VR environments. This game truly delivers an immersive,震撼效果 when played in VR, while the desktop version is primarily for scene editing purposes.![]()
● add : VR Controller support (request by huiyu914)
● fix : minor bug fix
14mhz updated AtomClickTrigger (VR Ready) with a new update entry:
AtomClickTrigger v0.3 20250208
Read the rest of this update entry...
The method is so simple that I don't know what to say.I'm stupid enough to request that you come up with a detailed tutorial on setting up triggers. Preferably with video content is it ok for you to see. Its something I have to learn and I can't wait. Please can you add brightness lights to custom assets.
Okay, thank you for your quick reply. I'm going to study it, and if there's anything I don't understand, I'd appreciate it if you could tell me again.The method is so simple that I don't know what to say.
The explanation will focus on the elevator example.
1. Add plugin to CUA/Atom (SubScene/call button).
2. Check whether an event occurs when the mouse hovers-in/out.
View attachment 459810
3. Define Hover-in/out Trigger. (Slide Effect)
Use the [Test Button] to check whether the trigger is set correctly.
View attachment 459811
4. Define Click on/of Trigger. (On/Off Effect not Slide)
Use the [On Test/Off Test Button] to check whether the trigger is set correctly.
View attachment 459812
I don't know if this helped.
And, Thank you again for your review.![]()
Hi, hirohiroThis is a tool that shows great possibilities.
If you save it in a subscene and then load the subscene elsewhere, is there any way to avoid the receiver becoming None?
This is a tool that shows great possibilities.
If you save it in a subscene and then load the subscene elsewhere, is there any way to avoid the receiver becoming None?
Thank you for taking the time to help me.There is nothing wrong with me. Below is the sub-scene I tested. I hope you download it and test it out.
To be honest, it's my first time using subscene so I don't know much about it. Please let me know if I did not understand or if there is something wrong.
Thanks hirohiro.
download the attached file below and change the extension from [.txt] to [.var]
Ah... the problem occurred because the Trigger data was lost because the WindowCamera was not included in the subscene. ^^Thank you for taking the time to help me.
Please don't worry, I don't think you're at fault.
I couldn't load it as a var file, but I obtained the reference data so that no errors would occur and loaded it. The problem seems to be occurring in the gear section, so I've attached an image.
View attachment 463759
View attachment 463761
The other plugin for the door section is working fine.
The same problem occurs when making a subscene with an entirely different plugin, so it may be a specification issue.
I don't think we need to deal with this issue any further.
● add : VR Head Hover/Click Support (in VR/Desktop Mode)
● add : Max Clickable Distance
● fix : minor bug fix
Wow, I'm so glad you had the same thoughts as me.Totally incredible plugin. The potential is huge, really thank you!
I wonder if is possible to add a "click counter" trigger and maybe a doubleclick trigger?
I mean something like, as example...i click an atom and the usual click trigger goes on BUT, when i clicked a total of 20 times, another trigger can be activated (for example, climax).
Thank you again for sharing your great work
Basically, AtomClickTrigger's collision detection performs detection with a ray to the collider.Thanks for this awesome plugin! Opens up so many possibilities for interactive scenes.
I had a question about the detection radius. I'm trying to make very small objects that can be clicked. But it seems the hover/click detection radius is much larger than the actual object when I use smaller scales. For a small Sphere with 0.1 scale., hover is detected around the size of a Sphere with 0.5 scale.
Is it a VaM limitation of how small the "collision" can be, or something you can modify to have it detect for smaller scale items?
Thanks again for your work!
public override void Init()
{
if (TYPESHAPE.Contains(containingAtom.type))
{
IS_SHAPES = true;
}
}
public void FixedUpdate()
{
patchScaleOfShape();
}
private bool IS_SHAPES = false;
HashSet<string>TYPESHAPE = new HashSet<string> { "Capsule", "Cube", "Sphere", "ISCapsule", "ISCone", "ISCube", "ISCylinder", "ISSphere", "ISTube" };
Transform t_rescale = null;
Transform t_control = null;
private long timeofchk = -1;
void patchScaleOfShape(bool forcedapply=false)
{
if (IS_SHAPES)
{
long time = DateTime.Now.Ticks/10000; // msec
if ((time - timeofchk) < 1000 && forcedapply == false) return; else timeofchk = time; // check every 1sec
if (t_rescale == null) t_rescale = containingAtom.reParentObject.Find("object/rescaleObject");
if (t_control == null) t_control = containingAtom.mainController.transform;
if (t_rescale.localScale != t_control.localScale)
{// compare rescale vs controller scale
if (DBGLOG) SuperController.LogMessage($"[INF] scale patch : {t_rescale.localScale} to {t_control.localScale}");
t_control.localScale = t_rescale.localScale;
}
}
}
I'm having a bit of trouble understanding—could you explain it in more detail?The toggle trigger only has two options. It would be great if more could be added, allowing switching between three, four, or five options.