Sticky effect forcing some enterance effect in elementor - sticky

Imgur
Check the above image for reference.
I am trying to create a sticky section but whenever I use sticky effect on section it automatically gets this entrance effect on every section even if I create the section from scratch.
I checked motion effect option and reset everything there and still getting same effects whenever I apply I know there is some global animation is applied but i don't know where and how.

Related

Delete button for object - MRTK

I have a question regarding Unity and mrtk. I need to create an object, which can be deleted via button push. This button should be attached to the object. Now there is the app bar which can be attached to the object and which is very convenient because the buttons are only displayed on the side of the object you currently look at. However the app bar does not seem to work properly with the new bounding box and after deactivating the adjust button on it. So my question basically is, how do i make a button which is attached to the object, hovers on it and is only displayed on the side of the object i am currently looking at? The script of the app bar is very poorly commented, so i cannot figure out which part is responsible for making the button appear on the correct side and correspondingly how to write a script displaying the delete button only on the correct side (following the direction i am currently looking at).
To solve this problem you need a free Canvas that attaches to your object. This Canvas should be adjusted to the dimensions of the object and always look at the camera. To do this, first create a canvas and set RenderMode to World Space, Remember that you have entered the Event camera reference.:
After completing the canvas, make a button like the one below and place it in the body. In this section, adjust the dimensions so that you want to appear in near of your main object.
Finally, I suggest using Look At Constraint to match the canvas and the view to the camera. Insert the camera as source and fix Constraint settings it as shown below.
Example Result

Unity animation transition glitches back to last animation

So, I have my animation and it goes to an empty state.
The thought behind this is that it goes to it's default no animation state.
However, before it does that, it glitches back in to the old animation.
I tested it, it only happens whenever I go from an animation to an empty state.
It always glitches for the same amount of time for each transition, however it is different for each transition.
I have never seen something like this before, does anyone of you know the problem?
The animation
The clear state
The transition
What do you mean by glitching? I am going to take a guess and say you do not want an exit timer, so uncheck this box.
An exit timer is just used to transition between two states and will take the amount of time to wait to transition. In your transition block, it also shows you stacking your two animations which might be why everything looks weird for a short time. Instead of an exit timer, you might want to use parameters to change your states or directly set them in code.
The other possible issue is the checkbox Write Defaults.
From the Unity Docs, the description of Write Defaults is
Whether or not the AnimatorStates writes back the default values for
properties that are not animated by its Motion.
Unexpected behavior with animators can be caused by Write Defaults if you are not familiar with how they work or what they do. Again, it is hard to say what exactly is wrong with the description of your issue. Try unchecking each of these boxes individually and seeing if either one fixes your issue. If that does not work, try both and if that does not work, let me know what your issue is in more detail. Possibly attach a gif or video showing what is breaking as the written description is not helping too much.

UI Hololens - HandDraggable Issues

I've recently created a 2D app for the HoloLens. It is a UI Panel with several buttons into it. In order to drag the panel and be positioned as the user wants, I implemented the HanDdraggable.cs functionality (from HoloToolKit). However, whenever I try to move the panel it also rotates.
To change that I modified the Rotation Mode from "Default" to "Orient Towards User" and "Orient Towards User and Keep Uptight". But then It works even worst; if I implement that case, whenever I try to select the panel and drag it to somewhere, the panel runs off from my field of view and it suddenly disappears.
I wanted to ask if somebody has already tried to implement the HandDraggable option into an UI Hololens app and knows how to fix this nodding issue.
I'm currently working on hololens UI for one of my projects and to manipulate UI I used TwoHandManipulatable script which is built into MixedRealityToolKit. In Manipulation Mode of that script you could only set "Move" as an option, and this would allow you to move a menu with two hands, as well as one. (I wanted to have a menu which you can also rotate and scale - which works perfectly with this script, you can lock around which axis you want to have rotation enabled, to avoid unwanted manipulation).
For your script HandDraggable, did you try to set RotationMode to Lock Object Rotation? Sounds like this could solve the problem.

How to apply a postprocess effect to a UI element

I have a post-process effect that uses Unity's Graphics.Blit to pixelate or apply a crt-screen effect to a scene. There are some UI elements that display after the fact (basically making it not a true post process, but let's put that aside for a moment).
Now, I want to apply a second process that performs a screen wipe and transitions out one scene for another. This time I want to include the UI buttons in the effect.
I've looked into using a render texture and then rendering to a second camera, but I feel like there is a smarter/more accurate way to handle this.
1st version of this question:
Can I selectively include the screenspace-overlay UI in the script that applies the post process?
or, 2nd version of this question
Is there a trick to getting the render texture to preserve resolution and display accurately (i.e.: without lost quality) when re rendering to a second camera?

Using MKPolyLineOverlays and MKAnnotation efficiently

I am creating a map application, in which I am showing MKPolylineView(around 2000) and MKAnnotations with pin drop.
I want to make visible either set of MKPolylineViews or MKannotations at a time. I am managing it with 2 buttons, one button is to display set of MKPolylineViews and another for set of MKAnnotations. So I tried 2 methods to manage this scenario, which is following:
For MKAnnotations, I am removing it and adding it again.
In the case of MKPolylineViews, I tried 2 ways:
I tried to make all MKPolylineViews hidden to YES and NO to manage it visibility based on button click. In this case, when I make the MKPolylineViews visible from it's hidden state, not all the MKPolylineView are visible. I tried with alpha and hidden property. In both the cases, the result was same, not all the lines are visible. Is there any mechanism to make all the lines visible. Because the performance is good in this case.
Then I tried another way, in which I removed all the MKPolylineOverlays and add it again. This case, everything works well. But the main thread freeze the UI for some seconds. Remember I am adding around 2000 MKPolyLineView. How can I manage it.
Instead of removing the overlay, when I used the hidden and alpha property, the performance was good. But half of the lines are not visible, when I make it visible from it's hidden state. Around half of the overlays couldn't be visible.
Another help that I need is since I am using around 2000 MKOverlays, the app got free for a few seconds while zooming. I think in this case, the map is re rendering the overlay at each zoom level. Is there any way to handle it efficiently?
Can anyone help me the best way to handle this scenario.
Thanks and regards,
Sreelash