Hi guys, i need help for a VR project

Hi, i work on a project with playcanvas when i’m in a room and i move in this room with vr. now, for the pysics i set camera on kinematic to make player move in any direction with l-stick and r-stick, and environment on dynamic for simulate physics and every time you collide in a wall, or else, you are block. That’s fine, it work, but i need animations for things suck as open or close a door. Is possible, duplicate a scene with close door, and when i press a button, map instant change from open door to close door? Like make current map disable and enable another with this fake interaction

This is the answer of ChatGPT to your question

Yes, you can implement an interaction like that in PlayCanvas VR by enabling and disabling different scenes or parts of a scene when a specific interaction occurs, such as pressing a button to “open” or “close” a door. However, duplicating an entire scene for each state might be resource-intensive, especially for larger environments. Instead, a more optimized approach would be to just change the state of the door itself using animations or by enabling/disabling specific entities (such as the door in its open or closed state). Here’s how you can achieve this:

Step-by-Step Approach:

  1. Use Door Entities:
  • Instead of duplicating the whole scene, create two entities for the door: one for the closed state and one for the open state.
  • You can place them in the same location in the room and initially disable the “open” state door entity.
  1. Add Interaction (Button Press):
  • Create an event listener for the button press (for example, on the VR controller or gamepad).
  • When the button is pressed, check the current state of the door (open or closed).
  1. Toggle Door State:
  • Based on the current state of the door:
    • Disable the closed door entity and enable the open door entity (to “open” the door).
    • Or, disable the open door entity and enable the closed door entity (to “close” the door).
  1. Physics Consideration:
  • Since you’re using physics for collision, make sure to update the physics body of the door accordingly. If the door is open, you may want to disable the physics body of the “closed” door to prevent blocking the player, and enable the physics body for the “open” door if needed.

Example Code

Here’s a basic example to give you an idea of how you can implement it in PlayCanvas:

javascript

Code kopieren

var DoorControl = pc.createScript('doorControl');

// Assign two door entities (open and closed) from the editor
DoorControl.prototype.initialize = function() {
    this.isDoorOpen = false; // Keep track of door state

    // Find entities (door open and closed state)
    this.closedDoor = this.app.root.findByName('ClosedDoor');
    this.openDoor = this.app.root.findByName('OpenDoor');

    // Initially, show the closed door and hide the open one
    this.openDoor.enabled = false;
    this.closedDoor.enabled = true;

    // Listen for the button press event (on the VR controller or a gamepad)
    this.app.keyboard.on(pc.EVENT_KEYDOWN, this.onKeyPress, this);
};

DoorControl.prototype.onKeyPress = function(event) {
    if (event.key === pc.KEY_E) { // Assuming 'E' is the interaction key
        this.toggleDoor();
    }
};

// Toggle between the open and closed state
DoorControl.prototype.toggleDoor = function() {
    if (this.isDoorOpen) {
        // Close the door
        this.openDoor.enabled = false;
        this.closedDoor.enabled = true;
    } else {
        // Open the door
        this.closedDoor.enabled = false;
        this.openDoor.enabled = true;
    }

    // Toggle the state
    this.isDoorOpen = !this.isDoorOpen;
};

Optimization Considerations:

  • Animations: Instead of switching entire door entities, you can also use door animations (for example, animating the door swinging open) to make the interaction smoother. PlayCanvas supports skeletal and blend animations which you could trigger on interaction.
  • Physics: If you’re working with doors in a dynamic environment, make sure the kinematic or dynamic rigid bodies update accordingly. For instance, when the door is open, the player should not collide with an invisible door frame that no longer exists in the game.
  • Enabling/Disabling Entire Maps: While toggling the entire map could work (by enabling/disabling parent entities), it’s generally better to manage just the individual components involved in the interaction, which helps avoid performance drops and long loading times.