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Sending Data to Shared Memory

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  • #31
    One last question on this. Is there a way to trigger the data to populate in pilot with a button in template wizard?. This is mostly for preview purposes for the producer to see if the race items are correct.

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    • #32
      It depends on what method you used to load the shared memory data. If you used an animated button then It won't work on a preview server that only renders in singular frames. You can use OnPreview in that case to do a load. Can also try OnInit in the scene script
      Last edited by Novacane89; 06-06-2019, 08:56 AM.

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      • #33
        Hi Novacane,

        I used the animated button method. Basically it just needs to load the data to see if the correct content is there something a producer always needs. I will look into OnPreview and test OnInit. Do you have any scripts handy?

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        • #34
          Hi Shotski,

          Just copy your code used where it sets the shared memory to a font container... and paste it within a OnPreview Sub as well. I'm guessing since I don't have a preview server to test with.

          Let me know if it works for you
          Last edited by Novacane89; 06-11-2019, 09:06 AM.

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          • #35
            Hi Novacane,

            I tried putting the same scripting on the OnPreview but it did not work. Any other ideas?

            Shotski.

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            • #36
              Just as a test. Try using OnExecPerField. this.geometry.text = VizCommunication.map["test"].

              To optimize this you could use OnPreview to set a bool to true if Renderer is PreviewServer. Then in OnExecPerField you can do
              If PreviewBool is true and not this.geometry.text = VizCommunication.map["test"] then
              this.geometry.text = VizCommunication.map["test"].
              end if

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              • #37
                Hi Novacane,

                I will give this a try and report back. Thanks

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