I have a widget with a button that open a level and plays a sound when clicked.
The level opens well in PIE but not in cooked builds.
Any thoughts?
I guess enter projects settings > packages and search list of maps to include in a package and enter your maps
Related
Is there a way to re-access the SDK Wizard after the initial time you configure a project? Basically, at that point it lets you select which drivers you want and includes them in a drivers folder. However, as time went on I found that I need to add more drivers than I originally planned for. How do I select additional drivers to incorporate from the SDK after initial project creation?
I found it the information at the following link, in "add/remove components":
https://mcuoneclipse.com/2017/11/25/eclipse-mcuxpresso-ide-10-1-with-integrated-mcuxpresso-configuration-tools/
If the link breaks -
In the Project window view, there is a small icon that looks like a yellow square with perpendicular lines through it.
Click on the project so it is highlighted, then you will be able to click the square icon which says "Manage SDK Components" if you hover over it.
Once you click that, you can select/deselect components you wish to add/remove, respectively.
I learn how to add your font to tesseract. In tutorial about jTessBoxEditor people specify image file in tab "TIFF/BOX generator" and click on "Generate" button.
But in actual version jTessBoxEditor I don't see similiar tab and button.
Screen app UI:
How to generate? Where "TIFF/BOX generator", "Box Editor" tabs?
I confuse downloading files in sourceforge and download VietOCR3, not jTessBoxEditor. Different programs.
I'm developing a VR module in Unity that I hope to be able to import into any of my unity projects as an asset package. This package requires defining input from a Vive controller button to turn it on during gameplay. I would like to somehow share this actionset and button binding between projects so I don't have to manually create the actions and bindings each time I would like to use it.
Is there any way to share SteamVR input settings between projects? Specifically one whole input actionset, and its associated controller bindings.
I've tried exporting the SteamVR_Input folder as a package, also tried with including SteamVR folder, neither worked. After reimport, I can see the imported actionset in the project folder in the SteamVR_Input folder, but it isn't showing up in the input window (Window Menu -> SteamVr Input). However, the live input view shows the actions in the list, but doesn't register any button presses.
Update Unity 2019.2:
This seems to be fixed now.
In the source project, go to SteamVR Input window, click advanced.
Create a partial bindings folder. Rename it to what you want. Note that it will automatically add a SteamVR_ prefix. So my default name had SteamVR_SteamVR_ at the start. I needed to delete the suggested name and just name it my project's name.
It creates it in the base folder for your project, NOT the assets folder for some reason.
In Windows Explorer, drag it into Assets folder of source project.
In Unity editor (source project) it should now prompt you to import settings, but it detects that these actions already exist. Click Merge.
Make sure your actionset is still there in SteamVR input window.
Now you can export a unitypackage from this folder.
Now you can import the unitypackage in the destination project, and it should prompt you after import to load the actions! Yay.
Note: I ran into an issue if I renamed the partial bindings folder after creation. It would not recognize it as actions anymore and not prompt to import. To rename the partial bindings folder, you need to recreate it and follow the above steps again.
OLD ANSWER (outdated) :
Note: this answer is working based on a Beta version of the SteamVR plugin 2.2b4. It may change in a future release
Ok I got this working. It's still not quite possible as far as I can tell to create a unitypackage with the bindings and actions inside, but it's much better than before.
To move an ActionSet and bindings from project 1 to project 2:
In the first project: Create a new action set with your desired actions and bindings.
Go to Window Menu > SteamVR input
click Advanced settings, then click Create. This will create a folder in your project somewhere.
This is where the problem is. This folder can't seem to be packaged. BUT:
Important: In your 2nd project delete the SteamVR_Input folder (you may want to back it up just in case)
Drag this created folder from the 1st project (from windows explorer) into the Assets folder in the project view of the 2nd project (open in Unity). If you do this outside of unity it will not work.
It will prompt you to import the "partial bindings" and will add your custom ActionSet to this other project. Open Window Menu > SteamVR_Input in the 2nd project and then you should see your imported ActionSet at the top. Click "Save and Generate" to recreate a new SteamVR_Input Folder for this project.
Voila! It should work.
I haven't got it to be able to be packaged in an asset package yet.
After spending a lot of frustrating hours I discovered the following simple procedure.
(In Unity 2019.1.14f1 and I suspect it will work in higher versions as well).
In project 1:
It is crucial after editing your bindings in the SteamVR graphical interface to choose
Replace Default Binding
The result of this is that your bindings are completely saved in
Assets/StreamingAssets/SteamVR
(by default, but this is a perfectly good location)
This by the way, is also required if you want to use your bindings in a standalone build.
In project 2:
Copy, via the file system or via export and import custom package, the StreamingAssets/SteamVR folder from project 1 to the corresponding location in project 2.
As of that moment your bindings are available in project2!
Unity's roadmap stated that we should be able to import SVG in Unity 2018.2.
I have Unity 2018.2.3, but I couldn't use SVGs to Unity. Unity doesn't recognize they are sprites.
Please can anyone tell me how to import/use SVGs in unity.
There are 2 ways to add SVG support in Unity (other than building your own SVG rendering system or getting one from the Asset Store).
Which way you have to take depends on what version of Unity you are currently using.
In Unity 2019, click on the "Window" menu at the top left of the Editor. Then click on "Package Manager". In the menu that opens, click on the "Advanced" button around the upper right (left of the search bar). Click on "Show preview packages". This will allow you to see packages that aren't officially released (any versions less than 1.0) by Unity Technology. You should be able to find "Vector Graphics" in the list of package with a "Preview" next to its name. Click on it and click on the "Import" button in the lower right of the menu.
In Unity 2020 and later, Unity Tech. have removed the ability to see preview package in the Package Manager because of they had to waste in answering complex inquiries about those incomplete packages as many were adding them to their projects without either clearly understanding them or while thinking that they would have full support (which is not the case).
From Unity 2020 and forth, you got to manually type in a Git URL address to add any preview packages.
To type a Git URL address, open the Package Manage as I explained above, but instead of going with the "Advanced" and "Show preview packages", click on the "+" on the upper left of the menu, then "Add package from Git URL". This will open a small pop-up with a entry field and a grayed out "add" button.
For adding the Vector Graphics package, you got to type (or paste) in the following address:
com.unity.vectorgraphics
After this is typed in, you should be able to click on the "add" button and this will add the preview package to your project under the "In Project" category.
If you don't see Vecor Graphics in package manager click on advanced and enable preview packages.
In order to import SVG with Unity 2018.2, you need to import the package Vector Graphics with the new Package Manager (you can find it in the menu Window > Package Manager).
Then, you can import any SVG in the project by copying it in the project's folder.
Beware of the options in the inspector, the Generated Asset Type controls the render mode, there are 3 modes: Vector sprite (default), Textured sprite, Texture2D.
A picture tells thousand words thanks to 44 second demo
Go to Windows -> Package Manager in Unity 2019
Vector Graphic package is currently in the preview stage. You have to enable preview packages in advance settings in unity 2019.
Edit:
From Unity 2020, the Preview Package setting has changed. Watch this 40 second Demo
Go to edit -> Project Settings -> Package Manager -> Check Enable Preview Package
there is a button labeled "Advanced" on the top left of the window, click it, then tick the "Show preview packages" then you can see the svg package.
i am making an eclipse plugin which make a ui on right clicking a project in eclipse workspce . the ui contains text fields , package explorer for the current project and directory explorer for current project.
i have successfully made a ui which appears on clicking a menu item on right clicking the project but it seems i can't make any jface or swt ui since they are not visible when we are using eclipse command hadlers .so in order to overcome it i made dialog pages but they have limited dialog like directorty dialog and file dialog and that too for entire window directory..... but i want package explorer and directory explorer for the project i just chose like it happens when u try making a new class in a project the browse buttons just show packages and directory struture w.r.t to current selection
am i doin things wrong or is there a way out please suggest .....
It seems a bit unclear to me, what the 'UI' is about. If you plan to embed the package and directory views inside a dialog next to each other, then I think you have to build similar lists on your own, since they are views with their own event logic. But if you plan to use them via the browse buttons as describes, take a look at this page. It gives a good overview of the available selection dialogs in eclipse.
It is also always a good practice to search for code in eclipse that does nearly the same you want to do.
As an example, take a look at the new class wizard from the jdt.ui plug-in (This is the wizard you mentioned in your question): Press Cmd-Shift-T and begin typing 'newclass' and open NewClassWizardPage from org.eclipse.jdt.ui.wizards. This works as expected if you imported all jdt plug-ins as (binary) projects.
Take a look at the createControl method and dive into the createXXXControls methods via F3 and try to find out how JDT is doing the job.
As an alternative, open the desired selection dialog class (again with Cmd-Shift-T) and open the call hierarchy of that class...