I’m encountering a problem where the origin/pivot points of objects are being misinterpreted when exporting a Unity project to Needle Engine for WebXR. Specifically, I have an animation where a child holds a balloon by a string. The animation looks perfect in Unity, but once exported and viewed in a browser (Opera GX, for instance), the string appears higher than the child’s hand, and the balloon floats upward as it scales up, rather than remaining fixed in place as intended.
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2 replies left - GPT 4O
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OS: Windows 10
Unity Version: 2022.3.43f1
Needle Engine Version: 3.47.5-pre.1
Issue Description:
I’m encountering a problem where the origin/pivot points of objects are being misinterpreted when exporting a Unity project to Needle Engine for WebXR. Specifically, I have an animation where a child holds a balloon by a string. The animation looks perfect in Unity, but once exported and viewed in a browser (Opera GX, for instance), the string appears higher than the child’s hand, and the balloon floats upward as it scales up, rather than remaining fixed in place as intended.
Methods I’ve Tried:
- Adjusting Pivot Points in Unity: Manually adjusted the pivot points and origin of both the balloon and string to ensure proper alignment.
- Applying All Transforms: Applied all transforms (position, rotation, scale) before exporting.
- Testing in Different Browsers: Tested the export in multiple browsers (Opera GX, Chrome, Firefox) to rule out browser-specific issues.
Question:
Has anyone encountered similar issues with Needle Engine misinterpreting pivot points or transforms? What steps or settings should I check or adjust to resolve this misalignment? Any specific export settings or Needle Engine configurations that could help?
Hi hoodtronik! Based on your description, misalignment of pivot points when exporting from Unity to Needle Engine can occur due to the way transforms are handled during the export process.
Here are a few suggestions to address the pivot point misalignment:
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Export Options: When exporting, check if you’re using the right export options. Ensure that you specify the correct pivot settings in the export configuration if available. You might have an option to define the pivot vector, which could help maintain the intended position.
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Hierarchy Alignment: Verify that the hierarchy in Unity matches how you want the objects to relate in Needle Engine. Ensure that the string is a child of the hand properly to preserve its position during the animation.
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Check Scaling: Examine the scaling factors applied to the balloon and string in Unity. Non-uniform scaling can sometimes lead to unexpected behavior post-export.
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Update Needle Engine: If possible, ensure that you are using the latest version of Needle Engine, as updates may contain fixes for similar issues.
You may also consult the Needle Engine documentation or community forums for any specific advice related to animation and export settings.
Feel free to explore more about exporting assets and configurations in the Needle Engine documentation for more detailed guidelines on your issue .
1 replies left - GPT 4O
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Hi,
can you give a bit more info about your scene setup including some screenshots and maybe video of your scene in Unity?
- Are you using Colliders, are any of those using an offset center (e.g. in BoxColliders)
- Is your animation playing with a Timeline, Animator or Animation component?
- Is your child object assigned to a parent in WebXR?