π§΅#Event-System
No, it will also be added implicitly if you use components that need it (e.g. an ObjectRaycaster which is required for the IPointerDown etc events)
Can i delete the "Scene" object? and start creating what i want? will it still work? or its necessary to keep the "Scene" object? I dont need the multiplayer thing in what I'm making
You need to put your content in a GltfObject, you can name it whatever you want tho.
so basically we need a parent object with Gltf script and we can keep the child of that object anything and still it will work?
that mean i can remove all the child inside the "scene" object?
Yes you can put inside whatever you want to export
how to test the things on mobile?
Connect to the same local network and open the ip address the server starts at on your phone
easiest way is to use this chrome feature and then scan the QR code
and any way to stop this loading thing? it appears again and again
This looks like from something in your project, FsmEditorWindow is not from Needle
hey i made a test sample and then tried playing it on local host and i see that the materials are not appearing on the character,the code i gave to the character and which was working perfectly inside unity is not working and also the character is facing in wrong direction
So one big difference is that we're not exporting any code from Unity. If you have custom C# code you would need to translate that to typescript. We have a lot of components converted (like Timeline and Animator for example) which makes a lot possible with just a little bit of scripting or no scripting at all.
What RenderPipeline are you using? Are the materials using custom shaders?
I would recommend you have a look at https://docs.needle.tools/scripting for coding
i use playmaker to code
and are you saying we cant export the things coded in unity?
and I'm using toony color pro for materials
That's the same thing - playmaker also just generates code. You can not export code right now at least, no
so why is it for unity?
about the materials: try adding an AssetLabel to the Material or Shader "ExportShader"
Because it can export and setup models, animations, materials and scripts inside Unity + use a lot of the tools that the Unity Editor provides for building super lightweight web experiences. It doesnt mean that it's feature complete yet π and maybe we will get some kind of code export but we dont have that right now
so basically we cannot do anything related C# or playmaker inside unity and then make it work on the local host? or there is no way to convert those codes automatically in to type script or anything that makes it work on local host?
Not right now. It's not that easy unfortunately
very disappointed π¦
What are you trying to build?
And have you tried adding the AssetLabel?
I'm trying to make a mini game feature which would basically represent it like a website, the character walking around with the help of mouse/touch input, interacts with various things and thus gets to know about our project and roadmap, and no i didnt tried the "label" because if i cant make everything work then its no use trying just the materials working or not.
is this all coded in typescript?
Yes but for this you dont need custom code (besides the TV screen maybe which is a sample script)
how was the character movement was done?
It is builtin when you're in VR
We also have a small character controller sample
including the code
btw do we need to code in type script inside unity to make things work? or it has to be done outside unity?
You write the code using your favorite code editor π we did our best integrating it similarly to how C# in Unity works
I mean do we need to code inside unity? Or after exporting from unity?
It both works, you're not tied to Unity for that
Can we also use unity particles?
Will animation file work directly after export without doing any code?
Would have been nice uf there would have been a tutorial showing how to code as well.. For better understanding of how exactly everything works and what won't work
Yes, we're working on more video tutorials and so on. We have a lot of samples by now though, that was higher priority, so that people can learn by example.
One core idea of Needle Engine is fast iteration times, which is why we're explicitly not converting your C# to WASM or something else for the web - this is what makes Unity's WebGL builds so excruciatingly slow (15 minutes vs. a few seconds with Needle Engine to see your content in a browser on any device). Instead, you write TypeScript, which works everywhere, and we're generating Unity components automatically for you that you can use to set up data, connections between components, and so on, as usual. No need to write code twice.
Okay but the question is how to write a typescript code that interact with unity, i cant code but if i hire someone to code he should also be able to know how to make the unity interact with TS code
Have you read our docs?
Would be great if you let us know what you think is missing to get started: https://engine.needle.tools/docs/scripting.html
I read it and as I'm not a coder so I'm not understanding much out of it.. But does it mean that you can use all the unity components inside TS and thus make everything work via TS which could have been made working by C#?
Yep, pretty much, that's the idea π The Needle Engine API roughly matches what's available in Unity (e.g. getComponent, or findObjectOfType, and so on) to make this transition easier.
Any suggestion for how the docs should start explaining those topics so that it's less confusing to you? Always happy to make that better
honestly a easy explanation would be a video where you are starting a project from very scratch without any template and then making some scripts in that video, that would explain about the needle alot
how to add this asset label?
Agree - it's planned π
Can you tell me how to make the material work on browser? Right now i dont see the materials working, I'm using toony materials one by toony color pro and other one provided by a publisher
Here are some docs about how to enable export for custom shaders: https://engine.needle.tools/docs/export.html#Custom%20Shaders
after adding export label the materials looks fully black on browser
Needle Engine is not a "100% export of every feature that Unity has" tool, it's a fast way to bring content to the web, with a reasonable subset of features supported.
Are these Lit materials? Currenty lit materials are not supported for custom shader export. You can use PBR materials (e.g. URP/Lit, or UnityGltf/PBRGraph) and custom unlit shaders, with custom lit shaders being on the roadmap. This is also in the docs π
no these are not lit shaders
what could be the issue in this case?
and does occulsion culling works with needle? also unity fog?
Can you post the shader (and potentially needed textures) here? Will probably only be able to take a look in a few days, Christmas preparations are in full swing here π
Also, can you check the console in Chrome - if there's anything specific that is unsupported in your shader then it should be logged there.
Are you sure? "_BumpMap", "_Smoothness" and "_Roughness" do sound like this shader uses lighting.
yeah lighting is used
how about this?
Regular camera frustum culling works, occlusion volumes are currently not exported, it's usually only used for very large worlds and on the web you probably want to handle that differently (loading in/out parts)
And can we add gifs?
Add gifs to what? Yes, you can use gif and the more modern WebP on websites. On 3D objects you can use video textures.
If you're talking about sprite animation, regular sprite sheet animation from Unity can also be exported.
Gifs of some video, and i wanna use them to display on the website
Yes, video textures are supported. No need to turn them into gifs.
For example our website https://needle.tools uses video textures for a number of sections.
thanks
and unity fog?
Fog settings are currently not exported but you can enable fog with a simple script of like one line, similar to here: https://r105.threejsfundamentals.org/threejs/lessons/threejs-fog.html
can you guys help me with some instructions about writing a script
?
Please post in <#1024686103598477383> with your questions so others can see and help too - and use the search, many questions have already been asked π thanks
where can we talk about having possible partnership with needle ?
You can send an email to [email protected]
Hello there! π I'm a new user. (Literally 1 hour long user) I've been trying to bring my custom unlit shadergraph to Three and they don't work π¦ ( It does changes though. From the base URP lit to what seems to be the default lit with no fresnel or envirnment light applied) The shadergraph I'm trying to import is very basic. Just a material to show the mesh normals. I've shared it in the image.
Hey, please post in <#1024686103598477383> - thx!
Have you added the ExportShader asset label to the shader asset?
uh... on it
It works now!!! π Thanks!
Great! Worth noting that a lot of that info can be found in the docs or the <#1024686103598477383> π as felix said: best to ask there (after searching for previous questions π ) so others can also see it and maybe reply or make use of your solution
Is that right?
Ok sent an email π