I'd like to develop a custom stencil in Visio (Visio 2019 Professional) where one kind of shape snaps to another kind of shape and I want to adjust the snap strength for that shape. I know that the snap strength can be adjusted globally in Visio but that's not what I'm looking for.
For example, if you move the Door/Window/Opening shape near the Wall shape (Walls, Doors and Windows stencil) then it will snap nicely to the wall, even from a larger distance, regardless of the global snap strength settings. It will also adjust it's height to the wall's height and set protection on the height. So, that's a bit more complex behavior than just glueing to connection points. I suppose its done with some programmability features, a macro or addon?
I've already played a bit with shapesheets but I couldn't find anywhere in the shapesheet a place to set this snap strength. I guess, e.g., in case of the walls and doors, that the shapesheet rules are adjusted programmatically when moving near the wall. On the other hand I don't see any macros in the Walls, Doors and Windows stencil.
So, my question is how to create that strong snapping behavior between my Visio custom shapes, similar to the Walls, Doors and Windows stencil.
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I'd like to show congestion areas on a conveyor network by using the density map included into the Material Handling Library, but so far I haven't find a way to do so, as material agents movement cannot be tracked by the density map, but it only accepts transporters or pedestrians (both in free space movement mode).
So I thought I could create a "parallel" agent (for instance, a pedestrian) that could get attached to my material and move along with it. Then I could set the pedestrian visible property to "no" so that it does not show in the animation, or make it really small as an alternative approach.
The problem when doing the pickup/dropoff logic is that the pedestrian disappears from the scene when it gets picked up (although it's internally batched with the material) so the density map shows nothing.
Same thing happens if I try to seize/release a transporter, as they do not travel along the conveyor with the material agent.
Any idea on how to get this?
Thanks a lot in advance!
You won't be able to drag pedestrians, they actively move via PedMoveTo blocks. This is a creative idea but it will not work.
You will have to code your own heatmap using dynamically colored rectangles that you animate on top of conveyors. Doable, but might be more work than is really required for your purpose ;)
Detecting vertical planes is possible now with ios 11.3 and apple arkit 1.5 (a good example: ARKit Vertical Plane Detection ).
But there is one condition; you need to have some color differences or structure on your wall in order to get detected.
Is it also possible to detect blank walls or walls that have 1 color?
There is a natural tension here that imposes some inherent design constraints.
For ARKit to even “see” a surface for purposes of world tracking — before even detecting it as a plane — the surface needs to have some texture. Variation in color, relief, points of high contrast, something that causes it to have some visual features.
That’s okay for a lot of horizontal plane detection use cases, since people like to buy tables made of wood, install floors made of tile, take countertops for granite, etc. But a lot of walls in home and office environments are lightly textured or featureless. You probably can’t get your customers to change their walls. (If you do, though, I can refer the guy who did great textured paint on my house...)
So instead you need to think about how this fits into your AR experience at a basic design level...
For horizontal planes, you could make experiences where a small stretch of floor/table near the viewer becomes the play field for a game or whatever, but you can’t just flip that on its side for a vertical plane experience.
Vertical planes detect better at larger distances — you can find a wall when you see its edges, or the furniture backed against it, etc.
Use estimated plane hit tests to place content on a wall, and refine your placement when plane detection kicks in later.
Don’t use vertical planes the same way you would horizontal planes. They can be boundaries or background scenery instead of the focus of an experience.
I'm struggling to find any simple/up to date tutorials on how to make my own skybox for Unity. I want the skybox to be cartoony/vector based so preferably I would like to make it in Adobe Illustrator.
How do I do this? Could anyone direct me to any tutorials? Also, are there any programs that allow you to upload an image that generates a skybox for you?
Thanks!
You may create a new "Skybox/6 Sided" material, and asing it instead the default skybox material. It's the same principle, a cube with 6 images that correspond to each side "front, back, up, down, left, right".
You have to generate a cubemap to have a skybox object, young padawan.
From the Unity Manual:
http://docs.unity3d.com/Manual/class-Cubemap.html
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back).
Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
I'd like to create a game that has levels such as this: http://img169.imageshack.us/img169/7294/picdq.png
The Player moves "flies" through the level and mustn't collide with the walls. How can I create such levels?
I found that piece of software: http://www.sapusmedia.com/levelsvg/
It's not that cheap, so I wonder whether there is another way to create such a level as shown in the picture above...?
You can do that pretty easy by reading the color value of pixels at specific places of the level. Take for instance that your level background is white and the walls are black. In order to perform collision detection, whether your character had hit the wall, you would do the following:
-take your character's position
-look at the color values of the pixels of your map that overlap with character's bounding box or sphere at that position
-if any of those contain black color you have yourself a collision :)
Now if your level is all colourful, you would want to build a black and white mask texture that would reflect the wall surfaces of your actual map. Then use the coloured map for drawing and the bw map for collision detection.
I'd spend a good solid couple weeks getting caught up on Objective-C, Xcode, Interface Builder, and Apple iOS documentation. There are many good tutorials out there and sample Xcode projects to download and run on the iPhone/iPad simulator.
If just starting out, some of those quick startup libraries can rob you of the intimate knowledge you'll need to create the intricacies and nuances you'll need when your application starts to reach outside the boundaries of the code sandbox. Not bad to use as learning tools or to speed up development time, but I'd advise against using them as a crutch until you strengthen your developer legs. Crawl. Walk. Run!
I'm attempting to build a Lunar Lander style game on the iPhone. I've got Cocos2D and I'm going to use Box2D. I'm wondering what the best way is to build the floor for the game. I need to be able to create both the visual aspect of the floor and the data for the physics engine.
Oh, did I mention I'm terrible at graphics editing?
I haven't used Box2D before (but I have used other 2D physics engines), so I can give you a general answer but not a Box2D-specific answer. You can easily just use a single static (stationary) Box if you want a flat plane as the floor. If you want a more complicated lunar surface (lots of craters, the sea of tranquility, whatever), you can construct it by creating a variety of different physics objects - boxes will almost always do the trick. You just want to make sure that all your boxes are static. If you do that, they won't move at all (which you don't want, of course) and they can overlap without and problems (to simulate a single surface).
Making an image to match your collision data is also easy. Effectively what you need to do is just draw a single image that more or less matches where you placed boxes. Leave any spots that don't have boxes transparent in your image. Then draw it at the bottom of the screen. No problem.
The method I ended up going with (you can see from my other questions) is to dynamically create the floor at runtime and then draw it to the screen.