I am very new to creating graphics for sprite kit.
I have drawn some vectoring graphics (simple arrows) in illustrator. They look smooth and nice. However, when I export them as a PNG24 file, and load them into Xcode and run my game, the edges of the arrows are not smooth....?
Is this a sprite kit rendering problem? If not, how can I export pictures from illustrator and have them look the best in sprite kit?
note: My game does scroll...maybe this will effect the graphics..?
Any guidance! Thanks :)
Related
I want to implement as showed in the below image in 2D game, I can find so many tutorials for 3D like mini map concept but for 2D i couldn't find anything. In my game i want to show a secondary
camera as in below image and also i need to zoom the content that will show through it. I developed one concept but it can be done with sprites or with Canvas in World Space mode. So you can see
they won't resize or positioned according to the screen resolution. If you guys have any idea how to do this task,it will be very helpful for me. And i also tried with depth mask shader .Thanks in advance.
Use a camera with target texture
Follow my tutorial here: Particles with Dynamic Text but disregard the parts about the particle system, they are irrelevant for you.
Once you've made a material, stop following the tutorial, and instead:
Create a sprite renderer on a canvas that is "Screen Space - Overlay" and set the material to be the one that you created.
I have few prefabs based on particle system. I use a lot of this in my scene what causes low fps so i want to convert this particles into sprite sheet and do animation of this. Is there any tool to do this?
There's a tool called "Shuriken to Spritesheet" in the asset store that works pretty well for me. Made by Mirza Beig
I am trying to implement a game over screen for my Unity 3D based game for Google Cardboard. I have tried using the image UI component on a canvas component. The image appears just fine but the issue is that it seems to show up over the reticles. I would like to have the image perfectly fit the inside of the reticle. I am considering somehow finding out (somehow) the size of the reticle and exporting my image as a png with transparency around its graphics.
My Question:
Is there a better way to do this? If not, what are the dimensions i can use for the duplicate images (for the two reticles) to perfectly fit the Google Cardboard reticle openings.
When using Google Cardboard (Now GVR), I think it is best to use Quad GameObject for Game Over screens to which you can add images and child objects like 3D Text and collection of child quads.
The best thing about using quads and 3d text is the extent of scripting that can be done to make them dynamic as well as styling. And in your case, Physics Raycasters work well for the reticle to interact with those GameObjects.
You can add materials and textures to the quad and what not! I personally love quads for GameOver screens as well as a lot of other interact-able things.
I'm trying to do colAR mix Augmented Reality in Unity using the Vuforia plugin.
I'm trying to changes the material of the 3d model based on the colors of image target.
I don't know how can i get cropped image target from camera for change material.
Thanks so much for your help in advance!
How can I draw GUI on a texture?
The idea is to use "render texture" of Unity Pro to which I would render the GUI and then I would apply it on a quad somewhere in space.
My problem is, that I do not know how to render GUI into the texture, since GUI is rendered on top of everything, not only in the camera.
Thanks!
You can use make a GUI button and give it a content in the content you can give it any texture you like.
Code can be found here