I didn’t see anything wrong in the other scenes. If you get an error, please share a screenshot.
the console is not logging when i have mouse down
You did not.
The current script doesn’t exist:
Result should be:
currently i am frustrated when i put in the name correctly it formats it to be lowercase and nomater if i copy and past it it is not currently working.
After changing the name of the script, the script with the old name doesn’t exist anymore. That’s why you have to remove that script and add the script with the new name.
no
the raycast script is not telling me what object it has hit
It’s working for me.
Probably you don’t see it because all the warnings that are coming from your progressBar
script.
I suggest to change the code of that script with the code below.
var ProgressBar = pc.createScript('progressBar');
// The entity that shows the fill image
ProgressBar.attributes.add('progressImage', {type: 'entity'});
// The maximum width of the fill image
ProgressBar.attributes.add('progressImageMaxWidth', {type: 'number'});
ProgressBar.prototype.initialize = function() {
// use our own rect object to set the size of
// the progress bar
this.imageRect = this.progressImage.element.rect.clone();
// initialize progress to 0
this.setProgress(0);
// if true the progress bar will increase
// otherwise it will decrease in update
this.increase = true;
};
// Set progress - value is between 0 and 1
ProgressBar.prototype.setProgress = function (value) {
// clamp value between 0 and 1
value = pc.math.clamp(value, 0, 1);
this.progress = value;
// find the desired width of our progress fill image
var width = pc.math.lerp(0, this.progressImageMaxWidth, value);
// set the width of the fill image element
this.progressImage.element.width = width;
// Set the width of the element's rect (rect.z) to be the same
// value as our 0-1 progress.
// This is so that the fill image will only show the portion
// of the texture that is visible
this.imageRect.copy(this.progressImage.element.rect);
this.imageRect.z = value;
// force rect update
this.progressImage.element.rect = this.imageRect;
};
// Increase or decrease the progress automatically
ProgressBar.prototype.update = function(dt) {
var diff = this.increase ? dt : -dt;
this.setProgress(this.progress + diff);
if (this.progress >= 1)
this.increase = false;
else if (this.progress <= 0)
this.increase = true;
};
I don’t know and I don’t get that error. I don’t think it’s related.
Maybe it’s because this ‘empty’ New Json
file. Please try to remove it.
Untick Concatenate Scripts in the launch button dropdown
There’s a bug where this option doesn’t work: Concatenate scripts doesn't work in the launch tab · Issue #687 · playcanvas/editor · GitHub
no dice. should i try to restart?
What do you mean ‘no dice’. Can you post the URL of the launch tab for us to take a look at please?
Can you post a screenshot of your launch tab options that you have set like I’ve done in my post please?
Looks fine on my end besides some batching errors where some groups have been removed (you will need to remove them in the render components)