Im developing a VR mobile app by implement the GoogleVR package.
So im planning to make another version that also use and have all what GoogleVR have. Except for the view.
So, instead of let it have two different view, I want to make it to become only one view.
Really need help.
Thank you in advance.
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I am currently trying to implement a 3d game, in which I also need nativeiOS functionality like good integration of the applePencil (like with pencilKit).
I thought about using SceneKit but as I found a lot of information that it is not that great (https://developer.apple.com/forums/thread/117457) I went for Unity. I used the Unity as a library for SwiftUI (https://docs.unity3d.com/Manual/UnityasaLibrary.html) which worked but one withdraw is that unity always has to be opened FullScreen and I felt uncomfortable just overlaying the unity window with SwiftUI UI elements. Furthermore as I realized that Unity as a library is not available for macOS I now have to come up with a different solution anyway.
(The background is Unity, the UI is SwiftUI)
I think about using Flutter or ReatNative and combine the modules from Unity and Native iOS there. Is that a good idea, or do you propose a different solution?
In iOS, always use PencilKit is the best solution for user experience.
If you need PencilKit for Flutter, library is ready.
I would like to create an app, that works as a framework for using e.g. the ipad.
That means, that you will start the app and continue working normally with it, while suddenly e.g. animals cross the screen.
Hence the app should create a transparent canvas on top of the ipad user interface where all animations can be played.
Do packages for that exist?
Unfortunately, what you're asking for isn't currently supported in flutter. The closest you can get is notifications at the moment using a package like this
I'm assuming you want to make something along the lines of this goose desktop application for windows. Your best bet in this situation is to go native and maybe even make your own dart package.
I'm trying to recreate the Camera.app buttons and interface from iOS in my own, custom camera application built on GPUFilter. Specifically talking about the Flash, Options, and front vs back camera button toggle that are across the top of the app:
Curious to know if these are built into Storyboards as UI objects or if there's another easy way to recreate these without totally reprogramming. I'm also interested in using the overlay table view that they use (in picture above) for options.
Thanks!
You can using AVCamCaptureManager and AVCamRecorder classes. Apple has a demo program build on its developer site here.
I'm trying to develop a grid-like application for the iPad. Has anyone seen a control that displays info in a grid? In the demos they use a grid-like layout in both the iBooks store and the pictures application.
Specifically in pictures, they are displaying a dynamic list of data in a grid.
I can work around it, of course, but I'd rather use a control if one exists. Thanks!
DTGridView:
http://www.danieltull.co.uk/blog/2009/10/28/dtgridview/
You should try AQGridView it does what you need.
Here are few screens of apps that use this library:
The people who know what controls are or or not in the 3.2 iPhone dev tools have all committed to Apple NDA so we can't tell you.
Steve is always watching.
If you have signed the NDA you should go to the Apple boards and ask.
You can however, make a gird like display very simply with the standard UITableview. Just have a tableviewcell subclass that displays columns. It took me about an hour to reproduce the photo picker display using that method.
Nope, you will have to create your own. People have been writing Home Screen compatible views though, so you might want to search for open source projects with that functionality.
i actually need a simple enlarging animation (a small card enlarging into a larger card, drag and drop into a bucket) at any point in time, there is only 1 animation.
If Cocos2d integration is possible, i would actually want to add in more animations into my project.
my project is currently a Nav-Tab Project.
So i have my own custom classes in the project.
Just wondering whether will Cocos2d be able to be added into my current project without any glitch or whatsoever?
You can add cocos2d to any UIView. So yes, it will integrate fine with app you are building.
My Learn Cocos2D book (2nd Edition) has a new chapter about mixing Cocos2D and UIKit views. One part of the chapter specifically explains step by step how to add Cocos2D to an existing UIKit app (regular iPhone app without Cocos2D).
You'll learn how to add the Cocos2D files, how to create a Cocos2D GL View in your nib, how to setup and start Cocos2D respectively stop (suspend) Cocos2D if you need the full performance for other things (ie a scrolling table view).
http://www.learn-cocos2d.com/store/book-learn-cocos2d/