Hello @Anthony

We want to implement a functionality for selecting a particular room and moving and rotating it. but as doors/Windows are independent of each, even if we rotate or move the room, doors and windows will remain at the same place and not move with the room.

Is there any way to make the doors and windows dependent on Room in which they are placed.
Alternatively, how can we establish a reference to clearly indicate the association between each door/window and its respective room?
Also, can you suggest the best approach for moving and rotating a particular room.

    Hi! I haven't figured this problem yet. But this is what I would do: ask the user to move and rotate a pivot point. During the move (or at the end), get the delta position and delta rotation. Then loop other every single control points for doors, windows and walls, and apply the delta position and rotation around that pivot, then rebuild the mesh. I can't guide you with code since I haven't done that myself unfortunately.

      2 months later

      To establish the dependency of doors, windows, or openings on a particular room, we first determine which wall the Control Point (CP) collider is interacting with. From these walls, we obtain the RoomControllerButtonHandler, which leads us to the ControlPointController. If the sequencingItemType is set to Room, these Openingcontrollers are then stored in a list of openingControllers. However, this approach doesn't fully resolve our problem. Can you provide insight into how we can effectively make doors, windows, and other openings dependent on a specific room?

        When you ProceduralOpening:: Generate() is called, I suggest you parent each generated window/door to the room object itself, so that when you move the room, everything moves with it. Have you tried this approach?

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