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View Code? Open in Web Editor NEWVRCBilliards: Community Edition
License: MIT License
VRCBilliards: Community Edition
License: MIT License
Today v1.1.1 testing, and there is one big problem. The white ball pickup showed out of nothing and stays on for other team member, but even too for other team member.
And it repeat again with new game round. So if other player complete white ball positioning, it doesnt go away for others. Probably sync issue.
Also at begin game, where player may move freely, it doesnt go away for others.
1v1 gameplay has less problems, so team mode has weird bugs.
This must solved immediately.
Japanese localisation via importing text assets and setting the text via them based on a JPN/ENG toggle on the main menu.
Here's a couple of issues, I've noticed in my world with using this asset.
Using M.O.O.N's UI Pool Table Prefab.
Work with community localization assets to get VRCBCE playable by a native Japanese speaker who doesn't speak any English.
Write some tooltips to explain each game option.
Your package has already textures for it, but FBX mesh is missing, so i grabbed from old Harry package.
There is no prefab found, and nothing found inside pool package.
Can you add it next time in package? It's for some people who still need rules/information board.
I noticed the cue colors are even bright even turns are changed. This will confuse some people.
I know you made "thing" sound but it will not help deaf and (hard) bad hearing, makes the game not very deaf-friendly.
Also in busy room, they might even miss sound. So we need good visuals for each turn.
I want tell Harry did good job with changing brightness level in cues in his builds, showing your turn (brighter color) and when it's over (much dimmer color).
Can you make it possible? Thanks!
Today a lot playing, looking at debug window, it says table color change should happens, but i dont see on table lights. Please verify why table lights are not working.
UdonChips is the first portable money system for Udon that's gained attention. Review the prefab. Does it gel well with VRCBCE? If so, write an example integration of it where it costs n amount of money to play a game of pool.
I will go ahead and dump a list as some of these that I observe and some that have existed for a long while:
Hi!, I think some more game modes would be a good addition, My suggestions are 3-ball and Three-cushion billiards.
3-ball:
https://www.youtube.com/watch?v=0Boi7ZdV5Uo
https://en.wikipedia.org/wiki/Three-ball
Three-cushion billiards:
https://www.youtube.com/watch?v=6fei9KZna1s
https://www.youtube.com/watch?v=oulwP9N5D9s
https://en.wikipedia.org/wiki/Three-cushion_billiards
I'm having issue with my tooling for PR reviews. I'm using the VSCode Github Pull Request and Issue extension, but given folks are wanting to merge from their forks this leaves me in a weird situation where I can't do what I want, which is:
I'll need to read up on better ways of managing this.
When you upgrade the pool table package to 1.1.2, i am looking weird at the version number scoreboard: it still shows v1.1.1
I did import package again, and it's still v1.1.1. It was not my mistake with Prefab Variant.
So, next time, if you want publish new update: don't forget change also the version number on the score board. :-)
So I imported the latest 1.1.1 Pool Table and when I try to test it by pressing play and using CyanEmu, "All U# compile errors have to be fixed before you can enter playmode!" And then when I try to build and test from the control panel, it says,"The the VRCSDK build was aborted at the request of the 'UdonSharpBUildCompile' VRCSDKBuildRequestedCallback" I have SDK 3 and udon sharp in there of course. I dragged and dropped the table into world and just deleted the Logger chat. And then I completely removed the entire folder from the project and things are back to normal. Am I missing something or did I do something wrong here!
I've tested with CyanEmu, and VRC Test builds and no errors like this is found. Only when I build & Publish to VRChat. Older version of this works fine, no issues. However I ignored the error and just published it anyways. It works fine after testing it regardless. Atleast on desktop.
Edit: Using tried using the latest unity package file, and the included hot fix, but still same.
Error with latest update:
[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolCue.cs(62,38): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000019, 0x0000003F
Object reference not set to an instance of an object
[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs(491,50): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000622, 0x00000051
Object reference not set to an instance of an object
Sometimes the shot guide, the white trail that shows you where the ball will go when you hit it, doesn't disappear after you fire a shot. This only happens in VR.
v0.2.0 has no official support for Quest. This is because it was superfluous to the priority of making a smaller, easier-to-edit prefab.
Quest support is required for v1.0.0, as the table needs to have close to feature parity with the original prefab.
The priority here is simplicity. Personally, when doing cross-compatible work "Quest-first" is the correct route. So for 1.0.0, the code needs to fully work assuming Quest-level hardware is the default. (That means that we switch off PC-only features, or allow those features to work on Quest too).
M.O.O.N has provided a UI update which looks quite a lot nicer than the current one. Handle licensing and then incorporate the new UI as an alternative to the current one in 1.2.0 (as a proof-of-concept for having multiple UIs for the base table)
The VRC Ui Shape
adds a non-trigger collider if one does not exist. This makes it an obstacle in play.
The VRC Ui Shape
can be removed since it has no interaction with the Logger. Alternatively, add a box collider with trigger to avoid it.
Error with latest update:
[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolCue.cs(62,38): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000019, 0x0000003F
Object reference not set to an instance of an object
[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs(491,50): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000622, 0x00000051
Object reference not set to an instance of an object
If a pool table is converted to a pick-up object, the pool cues initially follow the table. If the game is reset, the pool cues return to the initial transform of the pool table prior to pick-up, instead of following the current position of the table.
Reported by FireTik.
There are some forks with:
So that is a lot for a fork. What can you do here? Pro mode might good add, others are just extra.
The force of strikes of the cue is, like many things in VRCBCE, hard-coded.
There is some things we can do to alleviate this so that someone playing on a giant table can still play the game.
If the table is rotated and scaled, the Cues scale and the collider positions appear correct in editor, but in VR only the base grip is consistently interactable. The second sphere collider often cannot be gripped by the other hand without some repeated maneuvering. Also, the ball pocket drop animation assumes horizontal, which isn't a big deal but something to note.
Looking back at the video, the Cue isn't released from the position with the collider showing the "equip" tooltip, but soon as it starts showing "shoot" tooltip it's fully movable and the second collider appears.
Edit: Resolved by increasing collider scale of the base "Shoot" collider and reducing proximity on the second collider.
Add a tutorial file that will explain how to add the prefab to a world.
There are two Interaction Text with a value of "Enable Table". Maybe one of them is a property of "End Game Button".
Is the correct value "End Game"?
https://github.com/FairlySadPanda/vrcbce/blob/master/Assets/VRCBilliardsCE/PoolTable.prefab#L20982
version 1.1.2 has weird bug: each turn, the white ball suddenly swap with yellow ball. Every player turn!
This bug was not in Harry version.
Please fix the bug.
The table currently does not resist attacks from client users at the moment. This is an easy fix involving liberal use of the underscore symbol.
As title. Unclear what's causing this atm.
The frame-by-frame simulation of the table is somewhat heavy and needs to be reduced in load to allow for multiple tables to work well on Quest/2 hardware.
The current UI is placeholder and needs a refresh by a specialist who knows what they are doing. It's easy to make your own UI using TextMeshPro and PoolMenu.cs, but a default one means nicer looking tables for everyone.
I like the idea, but id rather see original game ball colors than one color.
Installed version 1.1.5, good to see no more yellow-white swap.
Only, there is slight wrong result when ball hits together. Seems the opposite side might see wrong +1 effects.
Lucky scoreboard is correct counted.
I mean, there is no way +1 when it hit 1 time ball (Japanese mode) because it need hit 2 times. Seems it only affect non-owner side.
And sometimes there is no feedback, even i can see hit 2 times (valid +1). The code need some fine adjustment.
Assuming this is just making 8-ball have a toggle where the balls keep their regular colour?
Reported by TheCastle. The hide button doesn't allow you to re-show the scoreboard afterwards.
TODO:
Need to do a proper suite of tests now that this build is official!
Users can help here: pull the prefab, tinker with it and try and break it.
I have a couple of feature requests and you can decide if you want to do them or not.
Including the 4ball score indicator. Not a major bug but reported and will be fixed in 1.1.2.
Also See: https://imgur.com/a/4qU7Izf
Until version 1.1.3, this extra unneeded $ will visible if you play in team mode.
Can you remove it?
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