benjamin de ruyter

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Rebuilt Event Sept. 15, 2020, 9:50 a.m.

Hello,

In our game, we want to use ECS on Unity. So I need to convert my meshes from my HDA as Entity.
Is it possible to fill the ‘rebuilt event’ directly from the HDA? Or is there a way to attach a .cs script directly on the root of the HDA?

Currently, I can only attach a script to the result of the hda, not the root itself, with the attribute “unity_script”.

Or maybe with a button, is it possible to attach this script from a python module?

Thanks in advance for your help.

Accessing Unity information from string attribute July 11, 2020, 4:58 a.m.

Does someone can explain to me how to use
unity_input_mesh_name
Inside my hda, I'm using an Operator Path to ‘load’ a mesh from Unity.
With the new sync Houdini feature, I can see my mesh from Unity and show the primitive attribute name inside Houdini.

Inside the hda, right after the object merge I have an att. wrangle on prim
s@unity_input_mesh_name;
I guess Houdini fill it when I'm on Unity, if it's the correct way to use it.
I need to find a way to access the content of this string value-filled when Unity is loaded from a python script.
The goal is to use this value as name for my exported json file.

I guess to be able to target on python directly the att. wrangle node, but how to access the string value ‘inside’ ?

thanks for your help.

unity_input_mesh_name July 10, 2020, 5:43 a.m.

With the new sync Houdini feature, I can see my mesh from unity and show the primitive attribute name inside Houdini.

Inside the hda, I have an att. wrangle on prim
s@unity_input_mesh_name
after the object merge. I guess Houdini fill it when I'm on Unity.

but I don't know how to access it on my python script.