Import .ai (illustrator file) in Unity and display them - unity3d

I want to load an illustrator file in my game. Unity should recognize different layers, colors, and forms, and layers with text and display them in a 2d canvas.
The goal is that the players can click on different forms and that unity recognize them as individual forms. Do you know any unity asset or a way to make this possible?
For example when you import an image like this as an illustrator file -> https://www.mandala-bilder.de/mandala/erwachsenemandalas/mandala-ideen-erwachsene.pdf
I thought about an SVG file but then I canĀ“t use the different layers.

Illustrator has a proprietary file format, it has no publicly available documentation for newer versions. While you can dig out old specifications (this is why some programs only support AI files saved in ancient versions) http://www.idea2ic.com/File_Formats/Adobe%20Illustrator%20File%20Format.pdf I do not think you can just go in and start supporting a 2021 variant without requesting (and motivating) the spec from Adobe. They might also want to charge you for it.
SVG on the other hand is free and it's spec is public so there is much widely spread support. also SVG supports groups which can get your around the need for layers

Vector Express is a free conversion API you should be able to use. (requires a network connection, though)
https://github.com/smidyo/vectorexpress-api
You should be able to POST a request (https://docs.unity3d.com/ScriptReference/Networking.UnityWebRequest.Post.html) to this endpoint, with the raw AI file as the body:
POST https://vector.express/api/v2/public/convert/ai/gs/pdf/psd2svg/svg/
This will return a JSON object with a link to an SVG file that you can then download and display.

Related

How do I open a `.pb` file? Ideally, how to import it into Meta Quest 2?

I'm using Matterport's free scanning software for Android and it spits out 2 files called 2b7cb66c-4c9e-408d-88c5-90b8c0322c13_sweep_features.pb and 2b7cb66c-4c9e-408d-88c5-90b8c0322c13_sweep_cloud.pb (the important thing is that they're of the forms [nums]_sweep_features.pb and [nums]_sweep_cloud.pb).
:^)
How can I open .pb files?
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My ultimate goal: the room in VR
I need to know how to open the file so I can walk around the rooms I scan in my Meta Quest 2 VR Headset. Ideally, I'd get it working in Unity, but UnrealEngine would be fine too. The most important thing is that I get the numerical and/or color information about the scanned room. Besides sweep_cloud.pb, there is also a file called sweep_features.pb.
Maybe .pb is a Tensorflow format? I say that because most of the .pb files I have found through Google for are Protocol Buffers, many of which store Neural Network (Tensorflow) files, and "feature" is jargon in Neural Networks and Machine Learning more generally!
Another guess would be something like a .obj file, a numpy (.npy) file or other point cloud format that probably has some color information in it!
Thanks!

Including non-standard resources in Unity HoloLens app

I'm building an app that must visualize a large point cloud on HoloLens 1st gen. As performance is an issue wit large clouds, I'm using Potree, an octree that takes care that only a preset number of points from the cloud are rendered.
The solution works in the editor, but, you guessed it, not when deployed on HL.
The point cloud in the Potree format is a set of couple of .json and hundreds of .bin files stored in hundreds of subfolders following the octree structure, all of that stored within a single folder, and the path to this folder is accessed by the renderer at runtime. However, I don't know how to include this folder in the HL app. Using Resources doesn't work as it's not really a standard resource. I've seen Asset Bundle suggested elsewhere, but according to this post asset bundling doesn't work on HL.
Is there a way to simply put this complex file structure in an accessible directory on HoloLens?
I feel completely stuck here and any help would be much appreciated.
Some of the things I've tried:
Keijiro Pcx doesn't work here. If rendered as single pixels, points cannot be seen in AR, and if rendered as meshes, the performance is abysmal (which led me to a conclusion octree structure should be used)
the solution here shows how to load one .xml file, but I have hundreds of files so I don't think it would work for me
similarly, this post deals with one .obj file
Unity 2019.4
HoloLens 1st gen
For anyone stumbling upon this - I ended up using Unity StreamingAssets and accessing the folder with Application.streamingAssetsPath - works beautifully!
Using pcx needs to be adjusted to binocular rendering in publishing settings. Please uncheck "Enable Depth Buffer Sharing" in XR Settings, and change "Single Pass" to "Multi Pass", as shown in the figure.enter image description here

interactive pdf on the iOS

I have been looking for a way to present an interactive pdf file (created by in-design) on
the iPhone. I read a bunch of questions here but none says how to do it. The pdf file contain the text and in the middle it contains a 3d module, but when I present it on the iPhone it shows only the text and an empty white box where the module should appear.
Is it even possible to do it?
I'll be glad for any assistant on this subject or even where to look.
Thanks in advance,
Shahar.
Apple's PDF parser does not support 3D stuff. You're better of implementing the 3D part yourself and just adding that as a UIView on top of the PDF. There are several PDF frameworks that help with that (see https://stackoverflow.com/questions/3801358/pdf-parsing-library-for-ios)
Another alternative might be licensing Adobe's iOS rendering engine. But I doubt that they already added 3D support (or that they will be). Also, from what my sources tell me, pricing is rather high and apparently the framework not very developer friendly. (But I haven't used it myself)

Are there any tutorials on coding a parser for SVG files to be used by box2D?

I am trying to create an iPhone game with fairly large levels. Hard coding the platforms and physics objects is very time consuming. I have seen some people have made their own parsers for svg files to use in box2D, and Riq is selling levelSVG but it is a little pricey for me at the moment, and I only need basic features. Is there a tutorial on how to code a parser available online?
Have you taken a look at SVGQuartzRenderer? It is designed to render SVG files in Quartz, so I imagine you might be able to pull out the SVG parsing code from this. It's opensource, MIT license.
I don't know about any tutorials but its fairly easy to do this using an XML parsing library. In my project I use MiniDOM to load an svg file and then I convert the elements into objects in the box2d word. The only thing that I had to do manually was the parsing of the path element.
I've written an extensive tutorial on how to parse SVG files using Apache Batik SVG library. Included with the tutorial are a set of classes and a function I wrote in Java which will generate a set of Vec2 points given the location of the SVG file. If you're using Objective C you could try to port the scripts or at least get an idea of the process involved. The scripts support multiple paths per SVG file, transformations, straight lines and quadratic splines. The first tutorial in the series can be found here.

Is it possible to write or change EXIF data of images saved to iPhone photo library

I would like to add some custom data to an image the user generates in my app, no more than 1kb tops. I could probably hide the data in the image, but I want to do this in a way that will resist resizing but not deliberate deletion of EXIF tags (say, for privacy reasons).
Is this possible using the current public SDK 3.0?
this might be helpful, though i've never used it before - iphone-exif
This could be very useful: PhotoshopFramework is one powerful library to manipulate images on Objective-C. This was developed to bring the same functionalities that Adobe Photoshop users are familiar. Examples: Set colors using RGB 0-255, apply blend filers, transformations...
Is open source, here is the project link: https://sourceforge.net/projects/photoshopframew/