JSSOR Full Width Slider images get artifacts when transitioning - transition

Been trying to get the slider to work as a banner of sorts. It is indeed working, mostly, but I keep bumping heads with this odd bug. The blue background takes the place of about half the image whenever it is moving, this can be due to a transition but also when you slide the image around slowly. See the picture below for more details.
The things I have done to the slider are simple, I've removed the share buttons, lowered both the arrows and the dots and finally I've added the two Icons seen above as circles on a white square. Please help!

I solved my problem by using another plugin. Others in my situation might want to try http://responsiveslides.com for another plugin.

Related

Unity, at higher resolution (2560 x 1440) tester cannot click the navigation elements on the screen even though they are in position

Here is my issue, the way my game works is that you click on the edges of the screen to navigate. This is done through an Overlay Canvas using OnPointerClick. I colored the navigation areas, and scale the canvas according to screen size and the navigation areas appear on their screen as they should. Yet they CANNOT click any of the elements for some reason. They have another monitor that works without issue. They've noted that their larger monitor is AMD. I've also confirmed that the ability to navigate in game has not been hindered. I have never had this issue (or any other testers) on 1920x1080 monitors.
I have completely exhausted what the issue can be, they cannot even navigate on a bare bones tutorial. Any ideas would be GREATLY appreciated.
Here is an image of their screen and the respective clickable navigation areas.
[img]https://i.imgur.com/NVQkA8g.png[/img]
Unity 2019.2.14f1
Put a Image component without sprite, because without that, you will not detect any click. You can set the alpha to 0 after you see that working.
Also check the anchors of the navigation areas.

Image animation problems in Unity

I state that I am not very experienced in Unity.
I am working on a project in which I have some pictures. To these images I have added an animation that modifies the viewing scale (x,y,z), in such a way as to obtain a pulsation effect. ("ImageEffectPingPong")
To these same images, however, I added another animation that when the image is clicked, a fade effect is obtained, in such a way as to make the image disappear.("fadeOut_x")
When I go to make transition one of the two animations to the animator, it works as it should. the problem is when I try to merge them.
The ImageEffectPingPong animation is set in loop, while the other is activated by setting a bool to the onclick event.
animator.SetBool($"img_{pos}",true);
This is my animator
I tried a combination like this, but when I hit the first image, the fade works, but I no longer get the "pingpong" effect I want.
So how do i get the pingpong effect and when i click on an image, the fade effect, without losing the pingpong effect on the other images?
PS: to create the first effect I created a single animation that changes the scale of each image at the same time, while for the fade effect, each image has its own animation. Images can disappear following the correct sequence.
Sorry for my bad English, I hope I have explained myself as well as possible, I remain available for any misunderstandings. thank you
in case anyone has the same problem as me, I was able to solve it by adding a layer. In the first layer I run the fade animation, while in the second the pingpong effect. It is important to set the weight of the layer.

How do I keep the title bar from causing rendering issues in Metal?

When I draw any shape (Whether it's textured or not) it will flicker when I go to fullscreen and make the title bar show when I move the mouse to the top. It will turn lighter and then back for like a split second. I don't know if this happens with solid colors, but when I color the vertices and draw a gradient or apply textures, this happens. It's annoying, even though it's subtle. How can I fix it?
How to reproduce: Create a shape in Metal, either color the vertices differently to create a gradient, or apply a texture to it, and make the window fullscreen. Move the cursor to the top of the window. When the title bar shows up, the shape/texture will flash briefly. How can I fix that?
I am using macOS 1.15 Catalina.
This can be demonstrated even with the Xcode's example Metal game. Just go to fullscreen, show the title bar, and it will be unsmooth when you show and unshow the titlebar.
UPDATE: I have realized, that if I put the drawing code in viewDidLoad() instead of draw() this behavior will cease. How do I make it so that it's not buggy without having to only render ONE frame?
ANOTHER UPDATE: It does occur for solid colors.
This is a very difficult question, because I don't know what to try. This bug is also very hard to fix, because it only sometimes happens.
Example of the bug (Video)
Another example of the bug that displays the "white flicker" (Video)
Also this question was only half answered, because it turns out that I managed to fix the problem of the titlebar blocking the framerate, but there is still a problem with the white flash.
After watching your video, I understand what your problem is. In your case UI (Tittle Bar) is blocking the main thread, it's normal behavior because MTKView rendering occurs on the main application threads. You need to create a custom metal view and implement a render loop on a background thread.
Your best bet is to report this as a bug to Apple. I tried to research and there seems to be no results about this bug.
I assume you want a fix, but all I got is a workaround:
It doesn't seem to occur while the drawing code only runs once, in viewDidLoad. Maybe you could keep it there, and manually call the MetalView's draw method 60 times a second. I figured out how to get what I said to work. Leave the drawing code in draw, but make sure to set the preferred framerate to 0. Then manually redraw it 60 times a second. Because the draw method auto redrawing is buggy in this sense.

Unity sprites don't render properly

I recently came across a problem I can't solve which involves not being able to draw my sprites properly. I have tried a lot of different things and couldn't find any solution.
Here is how the image should look like in unity:
And here is how it actually looks like:
If someone could tell me how to fix this, I would be very grateful.
Presumably the top image is a screenshot of your image manipulation program, many of which use the chequerboard pattern to mean transparency. As such, the image you have exported is a gradient going from almost solid white at the bottom to transparent at the top. This is why the image appears as such in Unity.
Also, if you're wondering why the image appears as though it has bands of different colours, this is due to a problem called colour banding. This can be fixed by using a technique called Dither (which adds some noise to the image), but how you do so will depend on which image manipulation program you are using.

image Gallery in iPhone

I need to Create an Image Gallery that may be use concept of scrolling and paging together.
When I click on a button, it will open a new view in landscape mode. This view is for my Image Gallery..
It shows 5 Images:
Centered Large Image With its description on Bottom.
Next Coming image on left side, This image is slightly tilled at some angle, Without any description at bottom.
next to next coming image on left to 2nd image.
previous image on right side, This image is slightly tilled at some angle, Without any description at bottom.
Previous to Previous image on right of 4th image
Moreover, all images should be scrollable, like when I scroll 2nd image, it will move to Center and show its description and image which is already centered move to previous image.
Sorry for my confused English, here's an example of what I am trying to obtain.
I tried for basic code of paging and scrolling but unluckily nothing helpful.
Could you give me some pointers?
Check out flowcover (see this question: Open source CoverFlow library for iPhone), which should get you started.
I think someone reported flowcover doesn't work on iOS 4.0, I haven't tried yet, ofcourse.
But, you can also take a look to this OpenFlow project, It will be help you I guess. Many people has builts their app on this library.