I have a logo of my company, I would like to create and animation of fading image and use it as a splash screen, I can't figure out how to import the logo on https://preview-web.rive.app/ and start doing the work.
You can drag and drop an .svg of your logo files into Rive. Give it a few seconds to show and it may not be in the middle of the document. I use Affinity Designer which can export vectors files as SVG. I tried using .psd exported from A.D. but couldn't get that to work for some reason. You may need to scale the vector image down depending on the original size when imported. The layers are also kept on import such as "arm" "leg" "head" etc. A new artboard is automatically created with the vector, so no need to create one before hand.
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The post is a bit long but I tried to explain everything that is connected to the issue.
This screenshot is of the parent ui texts canvas.
This is a screenshot of the description ui text the text in the game looks very big the fonts are very big and stretched.
This is a screenshot of the scene text Image settings :
And the scene ui text settings :
This is a screenshot of the scene ui text when running the game from the exe build file :
And last the description ui text in game when running the build exe file :
How can I make some ui text that will be display the text the same in all the cases something that will be readable nice not too small and not too big ?
In the scene text the text is smaller because I wanted the text to be a bit under the player mouth. In the description text is a bit bigger but then everything get messed.
I think I want the text to be shown like in the scene ui text in all the places. I think the size is fine. but not sure how to do it.
There's a couple of things here that should get your text working nicely across the board.
Firstly, at your root Canvas object, you'll usually have a Canvas Scaler there. The default of "Constant Pixel Size" is often exactly what you don't want. I normally have it set to "Scale With Screen Size", and then set the resolution to 1920x1080. I do that because 1920x1080 (16:9) is the standard Full HD screen size, so you can bet that most of your screen layout is going to look the same across most displays.
The second suggestion would be to use TextMeshPro. If you haven't already got it installed through your Package Manager, then you can find it there. Here's the docs for that. It's FAR superior to the standard Text element and you'll notice less issues trying to get your text looking correct. It's usually just a matter of adding the TMPro_Text UI component to the same object your Text component was originally on (removing the original Text component of course).
I would also leave all scaling for all of your UI items set to (1, 1, 1) where you can and let and scaling be done by the Canvas Scaler. The text elements can certainly be left at (1, 1, 1) and just change the font size.
Once you get these three things sorted, your text should be the same across all of your pages, and devices.
This due to Scaling Rect Transform Component
to solve this don't scale up or scale down UI Elements {Image ,Text, ... just keep Scale 1,1,1 }
First I recommend You to see This to understand this Component
https://www.youtube.com/watch?v=FeheZqu85WI&t=6s
Now to Solve your problem
Set Scale of Description Image (1,1,1)
Set Scale of Description Text (1,1,1)
Do 1,2 with Scene Image, Scene Text
Change Width , Height of{Description Text, Scene Text} with small values 900*400
I have a huge png file folder (1000+ png files), and I want to use them as 2D and UI Sprite. But when I import these, it's imported as Default. I can change each of these manually, but since there are a number of files, it would be q really tedious and time-consuming task. Is there a way to change these file's import setting via script, or just import as 2D and UI sprite setting, not Default?
Try selecting all of them using Ctrl+A in the project folder view of the PNGs. You can then change an inspector value for all at once.
Make sure only PNGs are selected, or else, the inspector won't show the respective toggler interface.
If the PNGs are in multiple sub-folders, you can still select all of them. Just search, in the project explorer pane search box, for t:Texture2D
unity3d inspector show all mutual features of objects you select. select them all and change all of them to Sprite 2D
I am trying to draw on an image that I have. 2D
the image is of a laptop and I want to draw lines around it to get measurements. I am very new to openjscad and am stuck on this very first step. Any help would be appreciated
You might want to convert your Design to svg using a tool like inkscape.
Then you can import your design by drag & drop.
See
https://en.wikibooks.org/wiki/OpenJSCAD_User_Guide#Supported_Language_/_File_Formats
I purchased the "Set Builder: Back street Manhattan" with came with some png textures such as this one.
When I open the file in the browser or any editing program, it looks completely transparent except for the windows. When I drag the image into Unity, it is completely opaque bricks (which is what I want) If I duplicate the image and drag that image into Unity, it is again completely opaque bricks. If I save a copy of the image with photoshop or another application, the information that contained the bricks is lost and it is now mostly transparent, except it has some blotchy white textures which also aren't seen in the photoshop interpretation. Every texture in this folder is doing this same behavior. Are these files corrupted or compressed? How do I retain the brick information into an image editing program besides taking a screenshot within Unity ? Here is an example : of dragging images onto cubes in Unity. Left is a Photoshop copy. Right is attached image
The developer has not replied to my direct questions.
it can be your texture import format
try changing its format to true color
I found a solution in Photoshop.
Layer>layer mask>from transparency. Then right click on the layer to disable the transparency.
I have this map with mountains on the edges and a harbor with water at the bottom left corner.
I want to make it bigger but if I change the width or the length of
the terrain, it only stretches itself.
So how could I make it bigger? I dont think that adding other terrains is a good solution.
Or I have to delete the mountains and remake them deeper on the island?
You can hit the Export Raw button (in Terrain Settings), do whatever you want to the file that comes out (it will be an image file, so editing it the way you want shouldn't be difficult in something like Photoshop) and then use the Import Raw button to re-import the modified file.
EDIT: Unless you're trying to scale the terrain uniformly, in which case you should increase the height as well as the other dimensions.