so my problem is:
We would like to create a program using big-bang which initially draws a blank screen, but when you click the mouse it draws a circle at that position. When you click again, it should draw a new circle at the new position, and the old circle should disappear.
what should the to-draw, on-tick and on-mouse function be? How can I approach this problem?
The online book How to Design Worlds covers the basic ideas. It is a bit dated (2008) but the fundamental concepts are the same today and so is most of the software.
Related
I'm looking for an efficient way to draw curved lines and to make an object follow them in Unity.
I also need to draw them using a custom image and not a solid color.
And on top of that I would like to apply an outer glow to them, and not to the rest of the scene.
I don't ask for a copy/paste solution for each of these elements, I list them all to give some context.
I did something similar in a web app using the html5 canvas to draw text progressively. Here a gif showing you the render:
I only used small lines to draw what you see above. Here a very big letter with thinker lines so lines are more visible:
Of course it's not perfect, but the goal was to keep it simple and efficient. And spaces on the outer edges are not very visible in normal size.
This is used in an educational game working on mobile as a progressive app. In real world usage I attach a particles emitter to it for better effect :
And it runs smoothly even on low end devices.
I don't want to recreate this exact effect on Unity but the core functionality is very close.
Because of how I did it the first time, I thought about creating a big list of segments to draw manually, but unity may have better tools to create this kind of stuff, maybe working directly with bezier curves.
I a beginner in Unity so I don't really know what is the most efficient way to do it.
I looked at the line renderer which seemed (at first) to be a good choice but I'm a little bit worried about performances with a list of 500+ points (considering mobiles are a target).
Also, the glow I would like to add may impact on the technique to choose.
Do you have any advice or direction to give me?
Thank you very much.
New to Unity.
I think it's quite weird. What I was trying to do is to make the words on the newspaper flow like water. I created a plane for the newspaper, and I added a 3D Text object.
It worked well at first but when I rotate the camera(not the camera in the scene, but the camera with which you do all the editing), the text simply disappeared at some angles (particularly from below). The main camera had the same problem. It saw the text at some angle and couldn't at some other. I am sure that the texts are positioned right in the viewing frustum.
Some screenshots:
The text can be seem from here
And it cannot be seen when the camera moves a little bit down
Or from another angle, the text is selected
It is in the viewing frustum. But the main camera does not see it
It seems like your text and background are on the exact same coordinates (for example 1,1,1). By doing so, you let Unity decide which is more important to show on the foreground, which makes it dissapear sometimes.
Try to move your text a little forward (for example 1,1,1.001), so it seems to rest on, instead of in the newspaper. Most of the time, that should fix the problem.
Is there some kind of transparency on the object?
Try to set it to opaque to check if this is the problem
Say I have a vertical guideline and a shape to the left of that guideline.
When I move the shape towards the guideline using arrow keys, the shape jumps back to the left.
How do I prevent this?
I am using Visio Standard 2013.
The problem was the snap to guides option. I had it turned on. When I selected multiple shapes and used the arrow key to move them, it would always snap the entire group to the right of the guideline. I'm still not sure about this behavior but I simply turned off the snap to guides feature.
I could not recreate the behavior when I created a new guideline, which really stumped me.
I am working on a project where I have to render 4 different sides of a 3D object at the same time on the screen. The output should have 4 different camera outputs rendering the front side, left side, right side and back side of the 3d object.
I found that a gaming engine like Unity may help to do something like this. However, I have just started using Unity and can't figure out how to do it.
Here is the link for some examples. This is how I want the output to look like
Well first of all, welcome to Stackoverflow. And you are right, Unity is an excellent IDE to achieve what you described.
As stated in the FAQ and here, I'm going to give you an answer I deem fitting to your question. I can post the code here in about 30 minutes which does exactly what you asked for, but then we'd miss the point of learning to program and posting at StackOverflow in general. I'll show you the way on how to start on this project, but then you'll have to try yourself. If you have any troubles after trying some more, we can help you with specific problems, provided you have researched some before and show us what you tried.
As to your question, it's relative easy to do so. First create your object in the scene, then drag and place four different Camera-objects in the screen. Using the Camera's Normalized View Port Rect (Four values that indicate where on the screen this camera view will be drawn, in Screen Coordinates (values 0-1)), you can then split up the view to show the feed of each Camera.
This ofcourse happens in a script. You can read here about Scripting in Unity. Even if you are an expert in programming, that link is worth a read when you are new to Unity.
Good luck.
I've been programming the iphone for a couple of months now and have 3 apps in the store already.
However, I have not done any kind of graphics programming in the platform.
Given that I'm planning on starting my 5th app (the 4th is under Apple's review) I wanted to ask for some pointers as to where to get information for this (been googling for a while but nothing matches what I'm looking for)
I need to create an App where I can 'drop' some shapes from a menu (a rectangle, circle, squares, and then some complex shapes) onto a main window.
the idea is that the user can drag them around. BUT, I want them to 'snap' to each other (kind of like in a CAD package where a circle has quadrants on the edges that snap to any other geometry entity in the drawing).
So if I had a circle on the left of the screen and a rectangle on the right and then I move the circle around, it would stop moving to the right If I hit the rectangles edges. Not completely stop but giving some sort of 'resistance' to the continuity of the movement.
Also, if I have several overlapping drawings, is there a way to 'divide' them (any overlapping becomes a shape on itself but is removed from any other shape composing the overlap)?
The reason for this is that I need to calculate the area of the drawing (along with other properties)
I'm thinking of CALayer 1, 2, 3,..., n on of top of the other, each one with a drawing (with CGPath?), that may or may not overlap the others.
Then I need to somehow obtain information of the 'projection' of all those on a single CALayer.
I'm clueless here.
Should I look into Quartz2D? is CALayer and CGPath enough for this?
this is not for a game. Just an engineering application I have in mind.
Any help is appreciated.
regards
dh
iPhone Application Programming Guide has a chapter on drawing.
You might get some ideas where to start by looking at the appropriate lectures from iPhone Application Programming lectures at Stanford. They include hight quality video lectures (filmed by Apple) over at iTunesU, slides and example source code.