![]() Public Transform loadingScreenTransform, progressBarTransform Otherwise defaults to using this object's transform. Optional overrides for where to display loading screen and progress bar overlays. Public float loadingScreenDistance = 0.0f If specified, the loading screen will be positioned in the player's view this far away. Public float progressBarWidthInMeters = 3.0f Public float loadingScreenWidthInMeters = 6.0f Public Texture progressBarEmpty, progressBarFull Async load causes crashes in some apps. If true, call LoadLevelAdditiveAsync instead of LoadLevelAsync. The command-line args for the internal process to launch. Name of internal process to launch (instead of levelName). Private static SteamVR_LoadLevel _active = null Public class SteamVR_LoadLevel : MonoBehaviour Purpose: Helper for smoothing over transitions between levels. GetComponent().loadingScreenTransform = currCam Īnd the SteamVR2.2 script is as - //= Copyright (c) Valve Corporation, All rights reserved. Debug.Log("The scene string name is: " + scenename) Debug.Log("The scene is: " + scenefile) String scenefile = path.Substring(slash + 1) Debug.Log("The requested scene's Project path is: " + path) String path = SceneUtility.GetScenePathByBuildIndex(sceneindex) Debug.Log("index number handed down is: " + sceneindex) index number "sceneindex" handed down from OnClick button value to load Project scenes using SteamVR_LoadLevel command My custom script is as - using System.Collections plugin “SteamVR_LoadLevel.cs” script component and also my own script to trigger the Steam script. So, I have an empty GameObject at 0,0,0 and it has the standard SteamVR2.2. I’ve interrogated the SteamVR_LoadLevel script as much as I can but can not see anything that jumps out as being suspect, plus I am relatively new to coding. The further away from 0,0,0 I get the more amplified the error is. Once the current scene fades and I am taken to the Compositor the custom loading scene is always directly Z direction from where I am but with the correct rotation angle. When I click to load a new scene the sphere immediately jumps in front of the hud. I double checked the calculations of this and also just attached a sphere as a child to the GameObject. No matter where I stand in any scene the GameObject that contains my custom script and the SteamVR_LoadLevel script transforms to exactly where it is intended: directly in front of the hud at any rotation. This all works perfectly with no issues, but as I say the custom loading screen does not appear where intended before I am taken to the Compositor. I initiate a UI menu from the Vive controller and select a scene to move to. ![]() Using the SteamVR Player prefab my custom loading screen works perfectly if I stand at Project 0,0. I am having issues with my loading screen not appearing where it is meant to.
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