Snap the chip to the breadboard in Unity 3D - unity3d

I want to make an item with any number of pins insertable into a board area. I'm currently using the VRTK library and haven't been able to accomplish this using interactable and snapzone.
Are there any other ways to achieve this effect? How to make it possible to push one element with three exits for three snap zones? I mean something like this, where the red dots are the snap zone and the green pins are the objects that need to be placed in their place?
enter image description here

Related

Flutter board game without grid layout

I'm making a simple board game in Flutter.
The stations are marked with numbers and circles. The need would be to be able to define the position of each station dynamically (on the backend side).
The selected station should pulse.
Can anyone help me how to position each station in Flutter on a given SVG or PNG image so that they are in the same place on different sized devices? I don't need a copy-pastable solution, rather I need guidance in principle, how should I do it in Flutter.
I am currently calculating from pixels and screen resolution, but it seems a very hacky way.
Here is board sketch:

Unity application to simulate a foveal field of view - but how?

For research purposes, I would like to create a Unity VR 3D application that (more or less) simulates the foveal field of view of a person. This means, in particular, I would like to render the whole environment of the application in the full field of view, but certain objects of interest I only want to render in the foveal area.
For the purpose of explaining the problem, I created a simple 2D picture. Please assume it's 3D. In the picture, the green area is the peripheral field of view, and the yellow area is the foveal field of view. The whole environment, like walls, sky, etc., should get rendered in the green and in the yellow area. Particular objects of interests, here the flowers, however, should only get rendered only in the yellow area and - importand - these objects should get cut off when reaching the green area. With this approach, I want to force people moving their head instead of just moving the eyes.
Any idea how to achieve this? Is it possible to use a kind of mask or filter? Or do I need a stencil shader? I looked around but could not find the correct approach.

Displaying ARKit nodes in relation to real objects

I am trying to draw a box that can help someone understand the dimensions of an item, but I keep having the issue that since I first need to recognize a plane when I put my physical item on top of the plane, my box gets drawn in front of the item.
Is it possible to somehow overcome this?
#John Scalo is right, your problem is not having to first detect a plane, but it's that your render engine doesn't know that part of your green box frame is occluded (hidden) by a real-world object.
"…to somehow overcome this"
Yes, and by doing so you might be "solving" your original problem—help someone understand the dimensions of an item.
(Depending on your choice of render engine, e.g. SceneKit) You can add an invisible 3D object that has the same dimensions as the real-world object; so the render engine will "know" that some parts of your box frame are behind this (for the user invisible) 3D object. Therefor, you can tell it not to draw those parts of your box frame, which will give the illusion (borrowing from Apple here) that your soda can has the box around it.
These workarounds are inaccurate, but maybe their accuracy is enough for the level of realism you are trying to achieve:
Option 1: 1. After detecting the desk surface, place a semi-transparent 3D object over the soda can and then resize it (gestures/buttons your choice) until it's about the dimensions of the soda can. 2. Confirm that you're done, and just don't draw a texture on it at all just let it occlude the green box frame.
Option 2: Hold your device near the edges of the soda can and add "enough" ARAnchors to be able to create a "bounding shape" that (again) can be used to capture the real-word object and occlude that.
Option 3: (intense, and perhaps the least accurate) Use your finger to "brush" over the object from various angles, and on each touch perform a hit test (hopefully the top/nearest hit is a part of your soda can) and build up a "bounding shape" that way.
Option X: any combination of 1 - 2 - 3.
Good luck, there's lots of people trying to work around this device/ARKit limitation at them moment, so keep your eyes open for good ideas.
The problem you're dealing with is called occlusion, and ARKit doesn't (currently?) include occlusion support. Maybe some day soon iPhones and iPads will begin to ship with LIDAR (or similar), in which case ARKit will be able to detect objects in the scene, making occlusion much easier.

How to draw marks on Unity 3D plane?

I am new to Unity. Sorry if I have a beginner style of question.
I want to implement a 3D Chess game in Unity. I have already implemented a C++ shared library that contains the whole AI thing. I have used this library in WPF and Android and it is tested perfectly. Now it is Unity's turn.
When the user selects a piece, next moves of it should be shown.
These marks can be a light or image. Circular or rectangle.
One way to do this is to have 64 marks per each square of the Chess board and change their visibility programmatically.
The other way, which I personally prefer, is to draw the marks programmatically. But I don't know how to draw on my Chessboard plane.
Please guide me with it.
FINAL RESULT (Just a sketchup!)
STEP BY STEP:
(I assume you have already had a chessboard)
1. Create a Material & configure it like in the below image. Note that the albedo green is 50% transparent:
2. Create a Quad & assign it the newly created Material above. Then set
it up like in the below image:
3. Now we will add the glow effect. First, we need to turn off the
Anti-Aliasing by switching to Good Quality instead of Fantastic.
4. Second, we need to enable HDR in the main camera:
5. Third, we need to import the Image Effects package. This package
is part of the Standard Assets that is shipped with Unity. It is
completely free. Get it here if you haven't.
https://www.assetstore.unity3d.com/en/#!/content/32351
You only need the Image Effect package.
6. Now add the Bloom effect to your main camera.
7. That's it! If you need to hide it via code then get the reference to
it and execute this line of code:
yourQuad.SetActive(false);
See more here:
https://docs.unity3d.com/ScriptReference/GameObject.SetActive.html
8. Finally, duplicate that quad to create 64 ones & position them
properly. There are 2 tricks that can help your life in hell a lot
easier:
To quickly duplicate a group of objects: select all of them and press: Ctrl + D
To enable edge-snap: select your quad and hold down V then hover your mouse over the quad's vertex. You will see a white square around it. Drag that vetex and see the magic.
9. From this on, it is your game logic to implement. You could store
all the quads in a 2-dimensional array (matrix) and manipulate it
yourself, that it all I can think of. Goodluck!

know object behind another object is fully visible

I have developed scratch card effect.I am stuck at logic of how can I know object got visible which is behind the scratch card image? So that I can show reward screen.
PS: with modifications in this link I able to work this scratch card effect in uGUI.
There are many ways you could go about this. Assuming you know the dimensions of the red "target image" that the user is trying to uncover, you could take a fixed number of samples from the area that the target is under. Once, say, 80% of those samples are transparent (i.e. the target is visible at those positions), you can consider the object visible and show the reward screen.
You can use GetPixel to get the individual samples from the scratch texture.