Uiautomatorview doesn't work on using parallax layer layout or parallax effect - uiautomatorviewer

I'm using Android Uiautomatorview inspect element on screen with parallax layer layout or parallax effect
And i see this issue
Error while obtaining UI hierarchy XML file: com.android.ddmlib.SyncException: Remote object doesn't exist!
Uiautomatorview error
My script can not run because it
Please help me resolve it

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Unity AR UI not showing up

I have created a simple Unity AR Foundation app which places objects on a plane whenever the screen is touched. I would like to add some UI so the user can press a button rather than anywhere on the screen.
I have followed several different tutorials which seem to be doing mostly the same thing. I right-click the Hierarchy -> UI -> Button. I have scaled it so it should fit my mobile screen and anchored it to the center so it should be easy enough to find.
These are the canvas settings:
Might the UI somehow be hidden behind the camera feed from the AR Session Origin -> AR Camera? Am I missing any steps to anchor the UI to the screen?
As you can probably tell, I am very new to Unity but I feel like I have followed the tutorials for creating a UI, but it simply won't show. If you need more information, please just ask and I will provide.
Not sure but sounds like you might need to have that Canvas Scalar to scale with the screen size. Change the UI scale mode to Scale with Screen Size.
I was compiling the wrong scene. I had two very similar scenes, so when I compiled I didn't realize there were no changes and that I was inspecting the entirely wrong scene.
Once I changed to the correct scene the setup above worked as expected.

Camera is scaled strangely on Android device

So I ran my project through Unity Remote and I got this left screenshot with completely messed up scaling, and after that I created new project and simply put four spheres in there and got the same result. Here are two images of that:
Why does this happen and how can I fix that?
Solution
Try to adjust the scaling of the camera from the inspector view of the camera and still if there is an issue then you need to add the scaling code of camera which would be attached to the camera. It will help you scale the camera according to your requirements on the run time.If there is issue with the aspect ration of the camera the code is present in below link with full explanation.
Note :-
Please check there should not be 2 camera attached with one game object because it would also create several problems with the view of the camera .
Code Example link:-
The aspect ratio is being adjusted through code
The problem was that when you try to debug your game using Unity Remote you need to set the Aspect Ratio in the Game Panel to the aspect ratio of your device and then it will give you the right scaling on your phone.
Anyway, if you want to get completely correct picture go for "Build and Run" option.

WPF Run-Time Move and Resize Control on Canvas Jittery and Jerky and Flickering

To move and resize a custom control on a Canvas in run-time in a WPF project, I'm using the code here: http://csharphelper.com/blog/2017/05/move-resize-multiple-rectangles-wpf-c/ and here: How to drag a UserControl inside a Canvas
However, the control doesn't move smoothly, it's jerky and jittery - kind of like in the days before WPF when we would turn on double-buffering (which I understand is unnecessary in WPF). Any ideas how to make the move/resize smooth?
Solved this by using this implementation, instead: https://www.codeproject.com/Tips/709121/Move-and-Resize-Controls-on-a-Form-at-Runtime-With

how to avoid black screen on change of intent in andengine?

I was working on game using andengine ,I'm struck with the loading screen.Each time when I press my menu items It takes some time to load the next activity, meanwhile a black screen appears,so can anyone please help me in setting a screen with loading text instead of getting black screen.
I have searched on it and came to know that while game starts a loading page or splash screen is set to load all the resources background to avoid black screen,so please suggest me any possible ways to avoid that issue.
The key is to not break your application up into a set of activities as you would with a traditional android app. Instead, break your game up into a series of scenes.
Create a manager class to load and unload the scenes and textures for each scene.
As an added bonus, you will be able to animate the transition between menus and scenes.
If you need a detailed breakdown of how to implement this, take a look at the book:
AndEngine for Android Game Development Cookbook
Creating a surface view, and loading the textures for that view are slow costly operations. Each time you create a base game activity, you are creating and destroying your entire SurfaceView and all of the textures. For the best user expereince, you will want to avoid this at all costs.

Particle Designer setting background image

First of all, I am newbie iPhone developer. I am using Particle created from Particle Designer(.pex file)(71squared). My application is not cocos2d. How to set the background image. My application has a image in background and adding this particle view with particle designes pex file as subview to it. Now, this particle view is hiding the background image with pex file's black background. I tried to put background to pex file when creating it. But it is not including that. I tried to put background image to view that I created to load this pex file, that didn't help. I tried to put background image to particle view that I am loading this view over, that didn't help. Is there any other way I could implement this?
Go here and download the zip to see an example
https://github.com/icanzilb/UIEffectDesignerView