Was there ever a patch for the issue where Parts behind any of the portals would cause a weird over-lay?
Tried everything & can’t seem to patch it.
Was there ever a patch for the issue where Parts behind any of the portals would cause a weird over-lay?
Tried everything & can’t seem to patch it.
You’d have to synthesise time of day using the lighting settings of the viewport frame. A rough example is to set the light colour to black at >6 clock time and white at <7 clock time, lerping the colour for values between 6 and 7 to emulate sun rising, and you would repeat this with appropriate values for sunsetting.
Lighting direction can be determined from Lighting:GetSunDirection()
which returns a unit vector from origin 0,0,0 to the point in the sky the sun is located, which can be used to hint time of day at the times sunrise through to sundown.
You’d have to experiment to find something appropriate for whatever you are making, this is just a rough proof - of - concept i suppose.
Hey @EgoMoose, was wondering if theres a way to add more than just 2 portals. Been trying but no luck so far. Is there any method I could use?
Is there a way using the current Portal system that we can adjust the Size of the Portals without impacting the ViewportFrame of another; Currently it seems that both Portals need to be the equal sizes of each-other to avoid camera warping & so forth.
I’m looking for a way to avoid having them needing to be the same size.
Thank you!
or they just used UiCorner to round
i don’t know if this will help but i wrote a function for that:
function SurfSizechec(surfacesize)
if surfacesize.Y > surfacesize.X then
surfacesize = Vector2.new(surfacesize.Y,surfacesize.Y)
elseif surfacesize.Y < surfacesize.X then
surfacesize = Vector2.new(surfacesize.X,surfacesize.X)
end
return surfacesize
end
then in the viewportwindow:Render() make that SurfaceSize = SurfSizechec(SurfaceSize)
try just cloning parts that the portal can see
Hello, The portal don’t teleport object, is this normal?
How would I make objects/parts able to travel through the portal?
1: check if your object(or model) can be teleported
2: check if the object position is in the portal
3: if it is, then teleport it
1 part: you can use dot product
2 part: it is Impossible to show the other portals view in a viewport frame
Incorrect solution for your second part… This is misleading, perhaps not the most conductive way but it is possible to do.
Cool but it doesn’t support the cylinder shape.
I’m wondering if you can make it support circles
This topic is 3 years old, how is still alive.
Once you think with portals, theres no turning back.
uicorners…
Because this is a really good topic and a very cool creation
Some of my avatars meshes don’t render through the portal, is there a fix to this?
doesn’t work because it’s cropping the frame within the actual size, (The corners are always outside of the viewable area)