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How to make a HDA with a variable 'n' number of outputs?


davidbk

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Hi,

I'm working on an HDA where I've exposed a parameter that slices up a mesh 'n' number of times. I would like the HDA to output the same 'n' number of objects as separate game objects in Unity, but I am having a hard time finding a way to achieve this procedurally.

To get multiple outputs from a single HDA, I understand that I can do this a few ways...
1) have multiple output nodes at the SOP level, or
2) have multiple object nodes at the OBJ level.

However, in my situation, the number of outputs is variable (defined by the user).

I tried setting up a network with an output node inside a for-each loop (by connectivity). I made an iteration detail attribute inside the loop, then I use that attribute to set the output index. Unfortunately only one of the meshes comes into Unity.

Alternatively, is there a specific group / attribute name that the Unity plugin recognizes to make separate game objects?

MultipleOutputs_01.png

MultipleOutputs_02.png

Edited by davidbk
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