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Adding your own content to kjams
Adding your own content to kjams







adding your own content to kjams

If you want to be able to highlight and select the object, but not to be able to move it around in space, set its Mobility to Static. If you want to be able to move the object at runtime, set its Mobility to Movable. The Mobility setting of each Actor determines whether or not you can use the Transform interaction to move that object at runtime. You can influence the behavior of the Transform and Xray interactions at runtime by the way you set up your content. If you've followed all the steps above, you should be able to get multiple users connected to a single design review session, with everyone seeing the custom content you added to the Level. Repackage and redistribute your Project as instructed in the Quick Start page. Otherwise, you can do this by opening your Static Mesh in the Static Mesh Editor, and using the tools in the Collision menu.

adding your own content to kjams

Make sure that each surface you want players to be able to walk on or teleport to has a collision mesh set up for it.ĭepending on how you import your content, you may be able to do this in the 3D design application you use to model the geometry. Place your content and set it up visually exactly as you want people to see it in the packaged application. Or, you can select and delete the items you don't want anymore, such as the Building, Gears, and Trees folders in the World Outliner. If you want to keep some of the scene elements from the sample scene, such as the sky sphere and lights, you can move those items to the main persistent Level. If you want to start your Level from scratch, you can simply remove this existing sublevel and place your content into the main persistent Level (or a new sublevel you create). The sample Assets, such as the building, gear assembly, and trees, are organized in a sublevel named SampleLevel. Remove the existing content from the Level, such as 3D models and lights, and add your own content. Getting your own content to work inside the default Level in the Collab Viewer Template involves the following conceptual steps: You'll need to make sure that each floor or surface that you want people to be able to explore has a collision volume and Nav Mesh associated with it. The most important thing to keep in mind about this process is that players can only walk and teleport to surfaces that have collision meshes and Nav Meshes. The Collab Viewer template comes with some pre-set content so that you can get started with it right away, but you'll want to swap in your own models so that you can experience them in the same collaborative viewing experience. See Controlling Transform and XRay Behavior.Ĭhanging the Collab Viewer Template to start in a different Level from the one that contains the default pre-set content. See Using Your Own 3D Models.Ĭontrolling how the content behaves with the interaction tools built in to the Collab Viewer Template. Getting your own 3D models into the template, and setting them up to be compatible with the built-in navigation modes.

adding your own content to kjams

This page describes how to do some of the most common related tasks: However, once you're familiar with the collaborative review experience, you'll want to get your own content working inside that experience. The Collab Viewer Template comes with some pre-set content so that you can get started with it right away-see the Quick Start for step-by-step instructions.









Adding your own content to kjams