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where is dropdown menu in puzzle jewelry app

Home Forums Puzzles where is dropdown menu in puzzle jewelry app

Viewing 15 posts - 1 through 15 (of 32 total)
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  • #65404
    vision
    Customer

    Hi,

    Can anybody see the puzzle part in the jewelry app which makes the dropdown menu for font selection (daysone bellfare caveat, great vibes, lobster) ?

    I want to make a drop down menu for color selection in my AR app. As example the jewelry app has as drop-down. So want to use this example to make my own.

    #65416
    kdv
    Participant

    This selector is created in index.html using HTML code

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #65665
    vision
    Customer

    Hi kvd, are you familair with AR, do you know how to setup wall-detection? …

    It seems I don’t get an answer from the soft8soft guys on the topic below

    AR-app also wall detection possible?

    #65666
    kdv
    Participant

    Actually, walls detection works. Not so good but works. The guys from S8S have already given the answer: you may use the “AR hit normal” puzzle with the “set direction” puzzle to rotate your object and the pointer against walls.

    Safari (Quick Look) and WebXR Viewer

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #65672
    vision
    Customer

    thank you for the example
    Do you mind sharing the puzzle setup screenshot as well? That is the info/setup I am searching for.

    #65673
    vision
    Customer

    also, where is the ground-4-arrow- thingy in the left screenshot? I like to learn this wall setup basics. So any more info is more than welcome.

    #65674
    kdv
    Participant

    Do you mind sharing the puzzle setup screenshot as well?

    Easy

    That’s the default puzzles setup from the original demo. It works “out of the box”.

    also, where is the ground-4-arrow- thingy in the left screenshot?

    That’s Apple’s AR Quick View. Used for AR in iOS. If used in a Verge3D app it doesn’t support the app’s logic, animations and node materials. It just shows models. Most browser for iOS do not support WebXR like in Android. Only Mozilla WebXR Viewer do.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #65677
    vision
    Customer

    ok, but the default puzzle is set to floor setup/lock. Its all generic: “set AR hit point to XYZ”.
    Where is the specific change for wall setup? That item I still don’t understand.

    #65678
    kdv
    Participant

    but the default puzzle is set to floor setup/lock

    No. Where do you see that only a horizontal surface can be detected?

    Its all generic: “set AR hit point to XYZ”.

    A hit point can be on a wall.

    Where is the specific change for wall setup?

    No changes. It works as it is.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #65679
    vision
    Customer

    A great, it works!
    Never new it worked on walls too out of the box, I expected heavy tinkering.

    If I may ask you another thing: do you know what controls the height (Z-location) of the object in AR?
    I am trying to hang a painting in AR on the wall, so it needs to be at a specific height (Z-location), pre-setup.
    I tried changing the origin of the object to the floor below the object. But this is not working. Maybe I need a floor scan as well, so a 2 surface detection setup.

    Any idea’s?

    #65680
    kdv
    Participant

    do you know what controls the height (Z-location) of the object in AR?

    think around this set of puzzles

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #65683
    vision
    Customer

    A great, I will try and use the AR hit point Z option for the specific height.

    The one thing that seems no going round is that AR needs a lot of ambient light to work. For indoors, next to a window it sometimes not even enough light. Its a pitty, because AR is a wonderfull technology.
    Do you also exprience this?

    #65684
    kdv
    Participant

    I will try and use the AR hit point Z option for the specific height

    You think in the wrong direction ))) You should use some constant numeric value instead of AR hit point Z

    AR needs a lot of ambient light to work.

    Use emission in materials like in the original demo. Use the same texture both for Base color and Emission inputs…

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #65685
    vision
    Customer

    With light I mean the light needed for the app to place object against wall. The object itself is perfectly visible.
    Or does material with emission actually help the ap scanning the room/wall?

    #65686
    kdv
    Participant

    With light I mean the light needed for the app to place object against wall

    Well, that’s what you can’t influence on the end user side.

    Or does material with emission actually help the ap scanning the room/wall?

    No.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

Viewing 15 posts - 1 through 15 (of 32 total)
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