This forces the application to use the given resolution or window size. The Windows and Macos client now supports an additional command line parameter "resolution". fbx file into CopperCube via command line. The editor now supports a new command line parameter, named 'importanimated', which makes it possible to import animated meshes from the command line.ĬopperCube -importanimated:somefile.fbx -save:b -quit.editorImportStatic3DMesh() now returns a reference to the imported node editorImportAnimated3DMesh() now returns a reference to the imported node ccbLibFileExist() tests for the existence of a file The biggest change to notice is the "create 3D element" toolbar on the top of the editor which now shows the labels by default.īut also many other windows have been adjusted and updated.(Although 64kb ought to be enough for everyone, of course) Support for large scripts If you edit and use scripts directly in the editor, there was a previous limit of 64KB of code for example inside of actions.ĬopperCube now supports an unlimited amount of size of code in internal editors as well. Minor bug fixes and improvements in WebGL rendering code The installer is now dpiAware (meaning it also scales on highDPI screens) and supports many more languages See the 'advanced' section in the JavaScript scripting reference for details Lots of new scripting functions for the editor and Win32/macOS player for doing Splitscreen, animation scripting, key emulation, mouse cursor positioning and more, contributed by by Vazahat (just_in_case). Splitscreen, Animation Scripting and more.Updated the source code for the Android client to be compilable with the latest Android Studio (Electric Eel) Android Studio Electric Eel compatibility.png icons located in the \icons folder of the editor. It's not perfect (some controls like scrollbars and menus still have the default theme) but it's a start.Īll icons in the editor can now be customized and now have an alpha channel. The wireless capability makes it a dream to use, walk around (be careful!!!) and while there is no head tracking (yet), it's amazing how big the worlds are and you can walk inside of them, look around with stuff going on everywhere - not to mention the capability for stereoscopic 3D which Occulus Go can also do - and do well.Ĭould you imagine how AMAZING a simple world would be in sterescopic 3D in the wireless Occulus Go coming from Coppercube? My head spins at the possibilities.CopperCube 6.6 is available now, including some new features and minor improvements everywhere.ĬopperCube now has an (experimental) dark mode, which can be enabled under Tools -> Options. Best VR i've ever experienced and the most comfortable. I have a Vive, so 1 for Vive support, but I think the real winner here would be support for android-based Occulus Go and Samsung VR phone headsets - that is where VR is going - wireless gaming and entertainment and since Coppercube can already export to android, it seems a bit obvious. This would be preferable to single device support since whatever device Niko used to implement VR is now obsolete so CC's VR support has become limited. There's an "OpenXR" standard being developed for universal VR/AR regardless of device. I would love to see my CC worlds in a real-world perspective I really wish Niko would consider adding support for more devices. Well apparently you need either a DK1 or DK2 headset (as you probably know). With my Occulus rift ( no dev kit ) I tried the demo scene and the game does not detect hadware and consequently the game goes in normal mode. So, I was wondering: Can you actually move around in your worlds when you have the VR thing enabled and have the headset on? Or can you only pan (look around)? Also: How realistic does it typically look? meaning, is the perspective and other stuff as it should be? So, can you move around with the VR mode enabled? Ambiera Forum > CopperCube > CopperCube Open discussion
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