Slow down section of Google Earth studio program - google-earth

I have programmed a 90 second sequence in Google Earth Studio and I want to slow down the middle section only.
(I think there could be a long and dirty workaround by changing the overall time of the video in project settings and selecting scaling, then swaping in copies of the original start and finish, and link them all back together - but there must be an easier way to do this!?)
If there is a better forum for Google Earth Studio programming questions, please share in Comments.

I have found a better way to slow down a section of Google Earth Studio but it's still a bit clunky.
Increase the overall length of the animation in project setting, see above.
Highlight all the keyframes AFTER and including the end of the section to stretch (the spots on the keyframe editor, bottom half of screen).
Drag the selected keyframes to the right. This increases the time to get between the 2 keyframes (section to be stretched) automatically slowing the section down.
Tip 1: Selecting multiple keyframes (spots) - click and drag mouse but remember to select all keyframes including those out of sight. Scroll down to lower attributes.
Tip 2: Roll up (shrink) attributes before selecting multiple keyframes. This usually means that you can see everything without needing to scroll down. Click the small arrow next to the attribute (far left of keyframe editor).
Tip 3: You can always select keyframes manually, just hold down shift when you click on them to add to original selection.
Add to the comments if you know an easier way slow down a section of Google Earth Studio.

Related

Why does my game studder based on what I have selected in the hierarchy in unity

I have no idea why this happens and I was wondering if there was a reason or maybe even a fix.
Vid link to what I'm talking about: https://youtu.be/HwxqL95lzXU
The reason it occurs is that the editor has to update all changes made on whatever you have selected. On top of that, Unity will attempt to draw the gizmos related to the object you have selected and all child objects. Depending on the object you have selected, the number of updates that need to redraw the editor and/or the number of gizmos needed to be drawn can take up a lot of CPU, which causes lag.
The one solution I can think of is to click on Gizmos in the top right of the editor window, and uncheck the box Selection Outline. If there is not a noticeable enough difference, disabling all gizmos can also help.
Outside of these small changes, I am unsure if there is a way to heavily reduce CPU usage in editor when selecting objects in editor. I tend to never have objects selected while playing unless I need to track various data. Even if I do need to track data, it is not the entire gameObject, so I will selectively print data I need or track it with a custom editor tool.

How can I set size and location of the app window within a ui-test?

A bit of background: I recently implemented a Drag and Drop Behavior to my app, where I can drag items from e.g. the Finder inside my NSTableView. Now I wanted to write a few ui-tests for this new functionality.
The general idea was to move the finder window to the left side of the screen and my application window to the right side of the screen and then execute the drag and drop. The drag and drop itself is not the problem, the problem is the setup of the mentioned window layout. I cannot find a convenient way to resize and move the two windows. Coming from .net, I expected something like app.window.setSize(..) or app.window.moveTo(...).
What I tried so far:
As I have Magnet installed on my Mac, I tried the easy way out and sent key-events (control + option + arrow) to the window. This did not work, sending the keystrokes results in an error beep. Doing this manually during the tests works, so I don't know what exactly stops Magnet from rearranging the windows, but I guess it has something to do with the Testing Framework. I did not dig deeper into this, as it would have been a cheap solution anyway.
Drag the app window corners based on screen dimensions, e.g. for the window on the left I drag the corners to the top left, bottom left, top middle and bottom middle of the screen. This requires that all four corners are visible on screen, but that's a problem for another day. The solution would normally work, but the problem is that the y-coordinates I get from the frame of my app window are not what I was expecting. I do receive the location of the app window with app.windows.firstMatch.frame.origin. The x-coordinates look alright, but the y-coordinates are totally off (from what I expected).
I can't find many resources regarding the origin or frame members. Any idea on how to face this problem or where to find a documentation about the XCUITest-Framework and the basic concepts behind it? The official documentation doesn't help in this case. I only found this short explanation in the apple documentation archive about the coordinate system of macOS (or OS X back then) applications.

Part of unity text field jittery/smudging in Hololens 2

My team has made an application in Unity3D with MRTK for the Hololens 2. Our main menu inside the application does not use a Canvas, but includes Quads to display pictures and Text Mesh Pro's 3D text fields. I have found that, while this menu is open, several elements like the top-left corner picture and part of the text fields are jittery when you hold your head steady. When you nod your head, the affected parts of the text seem to lag behind so that they end up lower or higher than the text that remains steady.
The cutoff point between stable and unstable text is always the same. There is a central area that is stable. Text that is too high, or too far to the left or right in unstable. The division is in the middle of the letters (For example, the top-most part of the capital letter S is unstable, while the smaller letter m is stable.) It does not matter if the viewport is centered on the center or the side of the menu. Other objects in the menu, such as buttons, that are further outside the center, are still stable.
I'm aware that there can be problems with hologram stability, but I do not understand why only part of the same textfield are affected. I can't include screenshots or videos because the effect doesn't show up in screencaptures of the Hololens.
Does anyone know what could be causing part of an object to be unstable in the Hololens, and what might be done about it?
Edit: I made an edited screenshot to try and recreate the visual effect seen in the Hololens:
It seems to be related to depth reprojection. Text doesn't write to the depth buffer by default, which can lead to instability. MRTK have some tips, including specifically for TMPro:Depth buffer sharing in Unity

Copy and pasting in Photoshop leaves transparent edge on image

I'm making cuts of an image to use in various parts of my website; The header, the footer, etc. When I copy and paste to a new layer, it leaves a "feathered" edge. even though I have this set to zero. There is a 1 pixel margin around all of the copy and pasted images, that, when assembled as a web page using CSS, leaves little lines between all of the images. I was a professional graphic designer but I've been out of the game too long (2 whole years). God help me.
I'm not 100% sure of the source of the initial assets such as the header and footer, so I'm a little confused (some links might be nice), however it is worth checking a few things just to make sure. Hit M for the marquee and check thats feather amount. L for the lasso (long shot) and check that too, also check for any layer styles.
A nice little alternative, if you are exporting out individual assets,is go to File > Scripts > Export Layers to Files. This may save you a lot of trouble in the long run.
Hopefully this may help...
Additionally how are you copying? Is it from inside Photsohop or are you placing the layers? Are you using the marquee tool?
for try, don't use crop tool.. use select tool instead. select tool provides pixel level accuracy.
In addition to feather, try turning off anti-aliasing in your selections. After you make a selection, in the select options toolbar uncheck 'Anti-alias'.
If this is set photoshop will try to average the edges of the selection with the surrounding pixels to make it 'blend' better. This is worse than useless if you're trying to make accurate, pixel-level selections.
In Photoshop CC, after selecting with the marquee tool, right click to access the Feather option. Enter 0.1 and then copy and paste. That should take care of it.
I just encountered this problem. I'd cut and pasted and then dragged into a new image which created a new layer with the paste on. I then realised that the feathering was wrong. I changed the settings but forgot to change the active layer back to the background layer, so I was cutting and pasting the feathered cut I did originally. Facepalm.

Xcelsius - Drawing a box around multiple sliders - how?

The following instructions are straight from the Quick Start tutorial in Xcelsius, but I have YET to find out how to draw a box around the five sliders - there is nothing on-line either that seems to answer such a basic question!
4.11. Draw a box around the five slider components to select them all.
4.12. On the Format menu, point to Align, and click Center.
Thanks!
You can click on the canvas and hold the mouse down while you drag the mouse over the sliders. A better method though is to take advantage of the Object Browser window CNTRL+4 where you can select controls by CNTRL + MOUSECLICK on each. It is well worth the small effort required to key in meaningful names for all of the controls/widgets.