Switch to fullscreen - unity3d

I started programming with the Google Cardboard v0.6 about a year ago. I really nailed what I was trying to do with this software. The problem is, my software requires a toggle between full screen and stereo screen modes which I have applied a canvas button for. It is also supposed to start in full screen with an option of stereo mode.
I have three questions:
With the new SDK, is it possible to script a stereo to full screen toggle routine?
I noticed they make the GoogleVR as a fixed SDK mount within the build settings. I read something along the lines of widget controls within the Android SDK but I'm not to savvy with the way Android Studio reads the APK and how to modify it. Honestly, I'm running Visual Studio with a Source Control library in TFS so I want to keep it out of Android Studio as much as possible.
I also read there is supposed to be a full screen toggle button programmed directly into the SDK but it just doesn't pop up on my screen. Perhaps there's a method of making this button pop up that will save the day?
Even if the button exists, if there is a toggle button I'd love to have the script reference so I can apply it On Start in order to start in full screen mode.
Will toggling full screen reactivate screen canvases?
I know the new GoogleVR does not allow canvases because they have a RenderTexture problem. I'm not too concerned because I'm going to make the Toggle button freeze if no control device is registered to the bluetooth, and if there is I have a button on the control device that returns to full screen (or hopefully with that magical screen button that should exist). Whether I can toggle between the two settings is not going to make a difference if it still doesn't allow for Canvases in full screen.
My greatest frustration right now is with the discontinuation of the scripts on build. I've been using the GVRViewer and such which work just like the V0.6 software, but it appears to completely negate these scripts on build and force the build to use the SDK. I've read in the release notes that at the moment they have no intention of returning to the v0.6 platform and even recommend rolling it back to v0.6 if this is the case, but honestly - if we are forced to use an antiquated version of the software, how long will it be before it gets phased out? In my opinion based on my current observations, this feels a lot like a "one step forward, two steps back" situation.

Related

Animated splash screen for Android & iOS

To make an animation which can be used as splash screen for Android & iOS, I was thinking about using lotties (explained in this tutorial), but with Android 12 it seems like the tools used are deprecated and it's not really a good solution anymore.
I found this workaround to still make it work, but from what I understand, the splash screen is now waiting for the animation to finish, which I know is a bad practice and I don't really want to do that (maybe there is a way to interrupt it?).
I have seen some packages on pub.dev, but the animated ones seem to not really replace the launch screen (the white screen by default) and just start after it.
So my question is : is there any other way to create one animation which can be used both on Android & iOS? (which would be a looping animation, interrupted when the app is ready).

How to remove unity build-in loading screen in Facebook instant game?

I am working Facebook instant game using unity2017.2. I deployed build for Facebook and uploaded it on Facebook. Everything is fine but when instant game start there is unity loading bar appears which take 8,9 seconds even if you have just one scene with one button in your game. So how can i remove that build-in unity loading screen. Please help. Thanks
https://i.stack.imgur.com/0IodM.png
It is not possible to skip the whole loading screen. As mentioned in the comments you can modify your UnityLoader.js - you can find this script in the Build folder of your build.
To read the code I recommend this beautifier
I just opend my build and found the object Progress in line 1849. Perhaps you have a different version and it is at a different line. Search for Progress
Here you can see what Unity is doing. In the Progress.update they are updating the ProgressBar.
At all it is not easy to read.
The easy way to customize you loading screen is to replace the graphics under TemplateData - here you can copy your own pictures. The names have to be the same as the original filenames: (default is light)
progressLogo.Light.png
progressFull.Light.png
progressEmpty.Light.png
I think this could be a solution for you?
Yup, it's a little bit frustrating to see a logo for a long time. I've worked on Unity version 2018.31f, and there, it's easily removable if you are using Unity Pro.
To remove the logo in Unity Pro, open your Unity WebGL project, Go to File -> Build Settings -> Player settings. You'll see settings for WebGL and a Splash Image column in that window, as shown in this picture.
As you can see in Splash Image settings, show splash screen column is inaccessible for me to tick/untick. The same goes with Show Unity Logo. This is because I'm currently using a free version of Unity. But in the Unity Pro version, you can untick this option and make that Unity Logo screen hidden.
If you are using the Unity free version, ensure a minimum Logo Duration of 2-sec, at least in the accessible version of Unity.

Issue with Ionic pull to refresh and other transitions on Windows Phone

I know this might be a bit off topic was windows isn't supported by Ionic, but I was wondering if anyone had had any luck fixing some of the CSS oddities I am facing when building my app on a Windows 10 Phone.
The first issue is with pull to refresh. It still seems to function correctly, but the movement of the element being dragged down seems quite jumpy and in certain cases it won't move at all until the user releases their finger from the screen at which point it will jump down and refresh.
The second issue is with footer elements not moving up when the keyboard is showing.
The final issue is with side menus not closing properly. My app currently uses a side menu on both sides and it appears that when I close either side menu a slight portion of the right side menu displays in the header momentarily.
One other thing to note is that when I build the app for local machine (using x86 architecture) all the transitions seem to work fine.
If anyone has any suggestions or would be able to help that would be greatly appreciated!

When I install apk on android, one scene is black. How to fix it?

So, I made my game for Android device and I've got a menu, store, info scene and a main scene. The main scene is where I play the game. But when I hit start on the menu it loads the "MainScene" and all I can see is the GUI but nothing else. I can collect items but the scene is just black (except the GUI).
I tested out with a web player and everything was fine then changed to Android and after I installed it (several times) I looked at the black screen.
How to fix this?
(I'm using Unity 4.6.1)
Can't comment, not enough rep.
Anyway, there are lot of things that can cause a black screen to happen on Android. Here are a few to look at -
Be sure your camera is not getting deactivated (in your case maybe not).
Are you using any plugin that is using alpha channel or stencil buffer?
Any other plugin that may causing this, disable them to check.
Is your 24/32 bit buffer ticked/not on build settings?
Double check your camera settings, lighting.
Stripping level to disable and rendering path on build settings etc.
Check the game on another device.
Provide more info about the scene here
There's definitely something on that specific scene.

How to mirror Photoshop window to iPhone/iPad screen for mockup/development?

Is it possible to live preview a photoshop document on an iPhone or iPad? I tried it with VNC, but it only transfers a limited range of colors which is suboptimal. Is this possible with Apple's Developer Tools?
Easier, free way that works both on windows and mac : https://itunes.apple.com/lv/app/ps-play-for-photoshop/id651937919?mt=8
PS Play - works with Photoshop's Remote Connections (Edit->Remote Connections). Just add your computer's IP address and the password configured in Photoshop and you're done.
I came to this page with the same question. looked at the answer --> the app --> reviews and decided I'd use what I had to get it done. The results are awesome!
Requirements:
Iphone /Ipad App: Air Display ($9.99)
Photoshop CS4+
1.) Download Air Display.
Air display is by far the best app out there for mirroring or creating an extra screen with your iOS device. I looked at all flavors of VNC/DNS. VNC is for screen sharing and the results don't exactly make you cheerful. Air Display uses your iOS device as an extra screen like your desktop setup. $9.99 is premium pricing but well worth it. There are many uses for the app after you buy it. Check out their site here:
http://avatron.com/apps/air-display
2.) Setup Air Display
These instructions are covered in the app. You'll end up with this sort of setup:
Take into account your hot corners.
3.) Create a mirrored window for your document
Create a new window for your document.
Menu Bar --> Window --> Arrange --> New Window For [Your Document]
4.) Setup your window
A new document tab will pop up with the same name as the original. Drag this tab to your extra screen and there you go. Mirrored photoshop on your iOS device!
Now this new window will mirror the document on your main screen. The great part is this new photoshop window can be set up with its own View attributes (guides, rulers, etc). Here's some more tips:
You'll know your working with the right window when your in Photoshop and the main windows actions are greyed out. Now the menu bar will affect the mirrored window
Use These Settings:
Full screen
Fit on screen
Actual Pixels
Turn Off Guides (CMD ;)
Turn Off Rulers (CMD R)
There you go. An awesome mock up interface for Photoshop --> iPad
For anyone coming across this question now, check out Skala Preview (link below). If you have CS5 or higher, it even allows for live previews. Only problem for me is it requires iOS 5 and OSX 10.7, and I'm quite happy on 10.6.
http://itunes.apple.com/us/app/skala-preview/id498875079?mt=12
The only way that this would work built in (that I am aware of) is if a UIWebView managed to open it. Otherwise I think you're out of luck.
You could try manipulating a photo that is synced to the device then syncing the device with iTunes.
I'm more inclined to think that you would be better off writing an app specific to this task and just have it open the file over wifi or something like that.
I came up with using a Photoshop action which saves a PNG to a web server. Atomic Web Browser supports a full screen mode which then shows this PNG embedded in a HTML file which reloads once per second. It works good enough.
You've tried the rest, now try the best!
Xscope is an app for mac & iphone. Install it, and not only will it give you a bunch of useful tools, but one of those tools is called 'mirror'.
You simply:
Jump into Photoshop and go to Edit / Remote Connections... to set a password
Open Xscope on mac and put that same password in your preferences
Then in Xscope, click the 'Mirror' button, then the 'Photoshop' button (see http://d.pr/i/ziaC)
Open the Xscope Mirror iPhone app and press the button to connect to your mac
And that's it. You should then be able to see your canvas. The app also lets you scale the image larger or smaller based on ratios, and even take snapshots for later reference.
It's a pretty cool app. Promise to God I don't work for them!
http://xscopeapp.com/