Mael Oui


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Recent Forum Posts

Changing houdini parms in runtime using C# scripts May 31, 2017, 7:55 a.m.

Hi, back after a while.

Oh ok I didn't get that I can't bake either Thanks for your answer.
Is saving a lot of assets like this expensive in term of ressources? If I put them in my game I guess it would be more heavy but maybe won't impact the performance needed by the game?

And you said :
But you can use it for example, to bake multiple rocks or trees from an HDA, and then instance them at runtime.
A custom script that will randomize the parameter and bake the content can be used to automate that.

I took a look into the HoudiniApiAssetAccessorExample.cs script in HoudiniApi/Scripts but did not manage to understand it ^^"
The script to randomize a parameter and bake content that you talk about, do I have to create it in Unity or in Houdini? Since you told me that I can't bake at runtime I have trouble to imagine how to do this script in Unity. Could you explain to me how to automatize this asset creation based on a HDA please? Sorry if my questions are unsophisticated, it's a new thing for me.

Changing houdini parms in runtime using C# scripts May 18, 2017, 7:32 a.m.


Thanks for your answer. Too bad we can't!

I will look at the HoudiniApiAssetAccessorExample.cs script, I may have to ask some questions here after if it's ok with you, since I'm a beginner in code ^^“

Just to be sure about your answer : what is an HDA? ^^”
And so I can't cook content at runtime, but at runtime I can randomize and bake content then instantiate it, without having to save a lots of assets before and instantiate them at runtime?

For exemple my player enter a new zone, I can have a script saying “if zone = thisZone, scale of trees is a random number between 2 and 4” and bake and instantiate them at runtime?

Changing houdini parms in runtime using C# scripts May 17, 2017, 4:29 a.m.


This is my 1st post on this forum. I recently begin to use Houdini Engine in Unity. A friend of mine create assets within Houdini, giving me access to some parameters (called parms I guess?) that I can change in the inspector window of Unity.
To create a lots of differents things like rocks or trees by changing those parameters (scale, shape,…) it's just fine.

But I now would like to change thoses parameters that my friend gave me access to by using C# scripts in Unity. So that at runtime, when an event occurs, thoses parameters change. The only thing is I don't know how to call thoses parameters in a script? I looked in the “Houdini parms” script attached to the asset but did not manage to find where the parameters are defined.

If someone could help me that would be wonderful, thanks (btw sorry for my english, not my 1st language).