Working on a graph to test travel distances, it runs in dynamo but fails to run in the player. I think it’s failing at creating the path of travel routes because I should see them in the view.
New user, won’t let me upload the file. Simply, it grabs all rooms on a level, offsets their boundary in 1/2 a person width, then using those points and a user selected point on a face creates the routes. It filters the points and length by the nulls from the route length. Lastly using the route lengths it creates filled regions at the points, color (region type) based on inputted length.
The node to create the route will fail to create a few because there will be points in locations it can’t create, in dynamo I am checking for these nulls and filtering out those after the path creation. I don’t know of a way to filter the input points the same way that Revit does it that wouldn’t be extensive, and I would like to not depend on any packages outside the OOTB nodes.
I went ahead and raised your trust level so you can post multiple screenshots and files. Right off the bat, I notice that you’re selecting points on face to create the inputs. There is a known bug with this workflow in Player that the dev team is aware of and working on. For now, you’ll either need to use a different method for creating those points and avoid Player.
Thank you! The point on face selection was the hang up. I switched to using the “people content in route analysis” rfa that comes with the route analysis package, and FamilyInstance.Location node to pull a end point. Now to make it run a little faster!