Creating an android app using camera api - android-camera

I am new in android devlopment.
I am making a camera app i stuck at point i got so many solution already on net but my problem is not solve please help.
I am automaticly capturing the image and uploading this on server But i get all the image in landscape mode with correct orientation else are not in correct orientation. At time of preview my display is rotating right but image orientation of capture image is not right My code is
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
// Now that the size is known, set up the camera parameters and begin
// the preview.
try {
Camera.Parameters parameters= camera.getParameters();
parameters = camera.getParameters();
//camera.setParameters(parameters);
setCameraDisplayOrientation(Preview.this,0, camera, parameters);
//camera.setParameters(parameters);
parameters.getPictureSize();
parameters.setPictureSize(w, h);
parameters.getPreviewSize();
parameters.setPreviewSize(w, h);
camera.startPreview();
} catch(Exception e) {
Log.d(TAG, "Cannot start preview", e);
}
}
public static void setCameraDisplayOrientation(Activity activity,
int cameraId, android.hardware.Camera camera, Camera.Parameters parameters {android.hardware.Camera.CameraInfo info =
new android.hardware.Camera.CameraInfo();
android.hardware.Camera.getCameraInfo(cameraId, info);
int rotation = activity.getWindowManager().getDefaultDisplay().getRotation();
int degrees = 0;
switch (rotation) {
case Surface.ROTATION_0: degrees = 0; break;
case Surface.ROTATION_90: degrees = 90; break;
case Surface.ROTATION_180: degrees = 180; break;
case Surface.ROTATION_270: degrees = 270; break;
}
int result;
if (info.facing == Camera.CameraInfo.CAMERA_FACING_FRONT) {
result = (info.orientation + degrees) % 360;
result = (360 - result) % 360; // compensate the mirror
} else { // back-facing
result = (info.orientation - degrees + 360) % 360;
}
//parameters.setRotation(result);
camera.setDisplayOrientation(result);
camera.setParameters(parameters);
}

You need to call parameters.setRotation with the right value, before calling camera.setParameters. This adjusts the orientation of the captured JPEG images, which is independent of the orientation of the preview display.
See the Android documentation for sample code for how to call setRotation() correctly:
setRotation documentation

Related

Unity RotateAround Clamp Dead Zone Issue

For the past 3 days, I have tried numerous methods and read dozens of questions on forums in order to achieve the desired effect of rotating a camera on the Y axis using mouse rotations, and clamping the rotation within a certain range. The amount of rotation is dependent on how close the mouse is to the edge of the screen.
I was unable to find a solution, but I was able to learn enough to have my own honest attempt at it, and I came quite close. The prominent issue I faced was being able to properly clamp the RotateAround() inside of the desired range. This is because of eulerAngles being 0 - 360, and having the min and max of the clamp transition to the other side of the spectrum.
By clamping the rotation degrees before calling RotateAround, I was able to get the clamping to work, though I had to use Booleans to get them to work properly.
My current issue is that when the initial Y rotation(anchor) is slightly below 360, the camera fails to clamp on the left and will clamp back around to the right side of the range.
In all other situations, the clamping works just fine:
Initial Y rotation slightly above 0
Not within the dead zone
While debugging, I find that this is because rightOverFlag is true. When I set this bool to true manually in situations clamping normally works fine, the clamping will no longer work on the left.
I can't seem to find how this bool being true causes something like this to happen, so I am hoping some fresh eyes and seasoned advice can help me learn from this. Thank you.
public gameState gameState;
public openCams openCams;
private GameObject GameStateManager;
[SerializeField]
private GameObject Player;
[SerializeField]
private Camera cam;
// Rotation Variables
private Quaternion initialRotation;
private float initialYRotation = 0f;
[SerializeField]
private float angleRange;
private float anchorY = 0f;
public bool leftOverFlag = false;
public bool rightOverFlag = false;
void Start()
{
cam = Camera.main;
Cursor.lockState = CursorLockMode.None;
}
public void OrientControls()
{
initialRotation = Player.transform.rotation;
initialYRotation = Player.transform.eulerAngles.y;
anchorY = initialYRotation;
if (anchorY > 360)
{
anchorY -= 360;
}
rightOverFlag = false;
leftOverFlag = false;
if ((anchorY + angleRange) > 360)
{
rightOverFlag = true;
}
else if ((anchorY - angleRange) <= 0)
{
leftOverFlag = true;
}
}
void Update()
{
if (openCams.GetMonitorState() == false)
{
mousePos = Input.mousePosition;
float rotateDegrees = 0f;
//Debug.Log(Player.transform.eulerAngles.y);
// THERE IS CODE HERE THAT INCREASES ROTATE DEGREES BASED ON MOUSE POSITION. I removed it for the sake of readability, because it was quite long and unrelated to my issue.
float angleFromInitial = Quaternion.Angle(initialRotation, Player.transform.rotation);
float currentPlayerYRot = Player.transform.eulerAngles.y;
if (currentPlayerYRot > 360)
{
currentPlayerYRot -= 360;
}
bool currentRightOverageFlag = false;
bool currentLeftOverageFlag = false;
if (rightOverFlag)
{
if ((currentPlayerYRot) < (anchorY - (angleRange - 5))) //
{
currentRightOverageFlag = true;
}
}
if (leftOverFlag)
{
if ((currentPlayerYRot) > (anchorY + (angleRange + 5)))
{
currentLeftOverageFlag = true;
}
}
// !!! - For some reason, when rightOverFlag is enabled, the clamp does not work on the left side. In all other situations, the clamp works perfectly.- !!!
if (!currentLeftOverageFlag && !currentRightOverageFlag)
{
if (currentPlayerYRot < anchorY) // Regular
{
angleFromInitial *= -1;
}
}
else if (currentLeftOverageFlag && !currentRightOverageFlag)
{
if (currentPlayerYRot > anchorY) // If over the left line
{
angleFromInitial *= -1;
}
}
else if (!currentLeftOverageFlag && currentRightOverageFlag)
{
if (currentPlayerYRot > anchorY) // If over the right line
{
angleFromInitial *= -1;
}
}
else
{
Debug.Log("staticPersonController: ERROR => Cannot have current left and right overage flags enabled at the same time.");
}
currentLeftOverageFlag = false;
currentRightOverageFlag = false;
float newAngle = Mathf.Clamp(angleFromInitial + rotateDegrees, -angleRange, angleRange);
rotateDegrees = newAngle - angleFromInitial;
Player.transform.RotateAround(Player.transform.position, Vector3.up, rotateDegrees);
}
}
}
Assume you have these two variables set.
// This is the initial value of the player's Y rotation. Set only once.
float initialRotY = Player.transform.eulerAngles.y;
// This is the offset of the player's Y rotation based on the cursor position
// e.g. -90 when the cursor is on the left edge and 90 on the right
float mouseBasedRotY;
In the Update method, just do this.
Player.transform.rotation = Quaternion.Euler(0f, initialRotY + mouseBasedRotY, 0f);
You don't have to clamp the value, because the degree is always limited in [initialRotY-90, initialRotY+90]

Calibrating a gyroscope for different "flat" positions, then extracting x and y tilt

I have a top down 2D ball game like the old Labyrinth ball game. My game is played on a mobile phone. The user controls it by tilting the phone. The idea is that when you set the screen at a slant, the ball realistically rolls to the "bottom" of the slant. For example, if the phone is sitting flat on a table, the ball shouldn't be going anywhere. But if I tilt the device up towards me, like a book, then the ball should fall down to the bottom of the screen. This is easy to do with the accelerometer, BUT...
My question is how to calibrate the gyroscope so the game can easily be played from any starting "flat" 3d rotation of the device. I'd like the user to be able to "calibrate" the game so that however they want to hold the device, they can control the ball properly. I'm thinking:
If the phone is flat on the table, then tilting it will work "normally", as described in the first paragraph.
If the phone is upside down, then it should be the opposite of #1. This is for people who want to are holding the phone over their head in bed, or something.
If the phone is, say, held parallel to a wall (like a wall-mounted TV), then it should act as though the wall were a flat table, if that makes sense.
Currently, my code is:
public void OnHitCalibrate() {
_offset = Input.gyro.attitude;
}
public void Update() {
if(!_hasGyro) return;
Quaternion reading = Input.gyro.attitude;
reading *= Quaternion.Inverse(_offset); //subtract the offset
_gyro.rotation = reading;
}
This gets the KIND of input I want, but I don't understand how the axes of the quaternion returned by Input.gyro.attitude help me find my 2d tilt values. For example, when the device is pointed north, and the attitude is the same as Quaternion.Identity, the values seem to change reasonably -- when I turn the attitude into a euler angle, changes in the x value correspond to my y tilt, and changes in the y value correspond to changes in my x tilt. But when I spin around, all that changes, and when I turn the phone more parallel to the wall, the numbers don't seem directly correlated to the axes in the euler angle, even when I use my OnHitCalibrate function and subtract the offset. Is there any way to interpret the attitude so I can always know which way the device is being turned?
My end goal is to distill the attitude into a Vector2 representing force -- where both x and y are between -1 and 1, where 1 represents maximum force up or too the right, -1 is maximum force down or to the left, and 0 means no change in force for the ball.
UPDATE: Solved it! I've attached the class that handles my gyroscope offsets. Hopefully it helps you! Note that it's coded for Unity C#, and has a few of my custom classes in it already.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum TiltModule { GYROSCOPE, ACCELEROMETER, KEYBOARD_ONLY, NONE }
public class CalibratedGyroscope : SingletonKTBehavior<CalibratedGyroscope>
{
public bool _supported;
private Quaternion _off;
private Vector3 _offEuler;
int _activeSemaphore = 0;
private float _degreesForFullTilt = 10;
public Vector2 _lastTilt;
public void Init() {
_off = Quaternion.identity;
_supported = SystemInfo.supportsGyroscope;
}
public bool Activate(bool isActivated) {
if(isActivated) _activeSemaphore++;
else _activeSemaphore--;
_activeSemaphore = Mathf.Max(_activeSemaphore, 0);
if(_activeSemaphore > 0) {
if(_supported) {
Input.gyro.enabled = true;
} else {
return false; //everything not ok; you requested gyro but can't have it!
}
} else {
if(_supported) {
Input.gyro.enabled = false;
}
}
return true; //everything ok;
}
public void Deactivate() {
_activeSemaphore = 0;
}
public void SetCurrentReadingAsFlat() {
_off = Input.gyro.attitude;
_offEuler = _off.eulerAngles;
}
public Vector3 GetReading() {
if(_supported) {
return (Quaternion.Inverse(_off) * Input.gyro.attitude).eulerAngles;
} else {
Debug.LogError("Tried to get gyroscope reading on a device which didn't have one.");
return Vector3.zero;
}
}
public Vector2 Get2DTilt() {
Vector3 reading = GetReading();
Vector2 tilt = new Vector2(
-Mathf.DeltaAngle(reading.y, 0),
Mathf.DeltaAngle(reading.x, 0)
);
//can't go over max
tilt.x = Mathf.InverseLerp( -_degreesForFullTilt, _degreesForFullTilt, tilt.x) * 2 - 1;
tilt.y = Mathf.InverseLerp( -_degreesForFullTilt, _degreesForFullTilt, tilt.y) * 2 - 1;
//get phase
tilt.x = Mathf.Clamp(tilt.x, -1, 1);
tilt.y = Mathf.Clamp(tilt.y, -1, 1);
_lastTilt = tilt;
return tilt;
}
public string GetExplanation() {
Vector3 reading = GetReading();
string msg = "";
msg += "OFF: " + _offEuler + "\n";
Vector2 tilt = new Vector2(
-Mathf.DeltaAngle(reading.y, 0),
Mathf.DeltaAngle(reading.x, 0)
);
msg += "DELTA: " + tilt + "\n";
//can't go over max
tilt.x = Mathf.InverseLerp( -_degreesForFullTilt, _degreesForFullTilt, tilt.x) * 2 - 1;
tilt.y = Mathf.InverseLerp( -_degreesForFullTilt, _degreesForFullTilt, tilt.y) * 2 - 1;
msg += "LERPED: " + tilt + "\n";
//get phase
tilt.x = Mathf.Clamp(tilt.x, -1, 1);
tilt.y = Mathf.Clamp(tilt.y, -1, 1);
msg += "CLAMPED: " + tilt + "\n";
return msg;
}
public void SetDegreesForFullTilt(float degrees) {
_degreesForFullTilt = degrees;
}
}

Fade in and out complex GameObject in Unity [duplicate]

I'm fairly new to coding, I'm still trying to develop that logic of thinking to help me create the solutions I'm wanting for games. Currently, I'm in Unity trying to create a 2D GameObject that's a wall hiding a secret door. I want that GameObject to fade out (about 90%) when the player GameObject triggers it, revealing the space behind and the hidden door.
So far, I've managed to figure out how to render the "secret wall" GO inactive on the trigger, so it disappears, but this doesn't produce the visual that I'm going for. As I said, I'm still working on developing that coder's way of thinking, so while I've done a lot of research to solve this problem, many of the results I don't readily understand.
Here's my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SecretDoor1 : MonoBehaviour {
void OnTriggerEnter2D (Collider2D SecretDoorTrig) {
if (SecretDoorTrig.gameObject.tag == "Player") {
GetComponent<SpriteRenderer> ().enabled = false;
}
else {
GetComponent<SpriteRenderer> ().enabled = true;
}
}
void OnTriggerExit2D (Collider2D SecretDoorTrig) {
if (SecretDoorTrig.gameObject.tag == "Player") {
GetComponent<SpriteRenderer> ().enabled = true;
}
else {
GetComponent<SpriteRenderer> ().enabled = false;
}
}
}
Fading a Sprite is almost the-same as moving GameObject over time except that you modify its alpha instead of it's position.
The three most important stuff about fading an Object are Time.deltaTime, Mathf.Lerp/Color.Lerp and coroutine. You need to understand how these work together.
Start coroutine, use Time.deltaTime to increment a variable. That variable is used to use to determine how much that function has ran. In a for/while loop, use that variable that is incremented every-frame and the duration you want the fade to happen to generate the alpha with the help of the Mathf.Lerp function. Create new color with that alpha and and assign it to the Sprite.
This is done every frame until that variable that is incremented with Time.deltaTime reaches the duration you want to the fade to happen within.
Here is a simple SpriteRenderer fade function:
public SpriteRenderer spriteToFade;
IEnumerator fadeOut(SpriteRenderer MyRenderer, float duration)
{
float counter = 0;
//Get current color
Color spriteColor = MyRenderer.material.color;
while (counter < duration)
{
counter += Time.deltaTime;
//Fade from 1 to 0
float alpha = Mathf.Lerp(1, 0, counter / duration);
Debug.Log(alpha);
//Change alpha only
MyRenderer.color = new Color(spriteColor.r, spriteColor.g, spriteColor.b, alpha);
//Wait for a frame
yield return null;
}
}
If you want it to fade in, change Mathf.Lerp(1, 0, counter / duration); to Mathf.Lerp(0, 1, counter / duration); which will make the alpha go from 0 to 1 over-time instead of 1 to 0.
From the example above, writing a fade-out and fade-in functions only requires a way to tell the function to change the alpha from 1 to 0 or from 0 to 1. You can make the function use a boolean or enum variable to determine which type of fade to perform. Of-course, you can separate the fade-in/fade-out functions but it's good to have it in one function.
Here is the extended version of that function that supports fade-in and fade-out. It also supports almost all GameObjects like MeshRenderer(3D), SpriteRenderer(2D), Image, RawImage....You can extend it to support more components that's missing.
IEnumerator fadeInAndOut(GameObject objectToFade, bool fadeIn, float duration)
{
float counter = 0f;
//Set Values depending on if fadeIn or fadeOut
float a, b;
if (fadeIn)
{
a = 0;
b = 1;
}
else
{
a = 1;
b = 0;
}
int mode = 0;
Color currentColor = Color.clear;
SpriteRenderer tempSPRenderer = objectToFade.GetComponent<SpriteRenderer>();
Image tempImage = objectToFade.GetComponent<Image>();
RawImage tempRawImage = objectToFade.GetComponent<RawImage>();
MeshRenderer tempRenderer = objectToFade.GetComponent<MeshRenderer>();
Text tempText = objectToFade.GetComponent<Text>();
//Check if this is a Sprite
if (tempSPRenderer != null)
{
currentColor = tempSPRenderer.color;
mode = 0;
}
//Check if Image
else if (tempImage != null)
{
currentColor = tempImage.color;
mode = 1;
}
//Check if RawImage
else if (tempRawImage != null)
{
currentColor = tempRawImage.color;
mode = 2;
}
//Check if Text
else if (tempText != null)
{
currentColor = tempText.color;
mode = 3;
}
//Check if 3D Object
else if (tempRenderer != null)
{
currentColor = tempRenderer.material.color;
mode = 4;
//ENABLE FADE Mode on the material if not done already
tempRenderer.material.SetFloat("_Mode", 2);
tempRenderer.material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
tempRenderer.material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
tempRenderer.material.SetInt("_ZWrite", 0);
tempRenderer.material.DisableKeyword("_ALPHATEST_ON");
tempRenderer.material.EnableKeyword("_ALPHABLEND_ON");
tempRenderer.material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
tempRenderer.material.renderQueue = 3000;
}
else
{
yield break;
}
while (counter < duration)
{
counter += Time.deltaTime;
float alpha = Mathf.Lerp(a, b, counter / duration);
switch (mode)
{
case 0:
tempSPRenderer.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
break;
case 1:
tempImage.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
break;
case 2:
tempRawImage.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
break;
case 3:
tempText.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
break;
case 4:
tempRenderer.material.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
break;
}
yield return null;
}
}
Usage:
GameObject to fade:
public GameObject SpriteRend;
Fade-out in 3 seconds
StartCoroutine(fadeInAndOut(SpriteRend, false, 3f));
Fade-in in 3 seconds
StartCoroutine(fadeInAndOut(SpriteRend, true, 3f));
The way I have accomplished this has been change the alpha on the sprite color.
Color(R,G,B,A). A is the alpha.
SpriteRenderer.color = new Color(1f,1f,1f,1f) is opaque.
SpriteRenderer.color = new Color(1f,1f,1f,.5f) is about 50%
transparent.
SpriteRenderer.color = new Color(1f,1f,1f,0f) is about
100% transparent, sprite cannot be seen.

Painting sprite in unity

Problem :
I want to make prototype for cleaning windows (I mean cleaning dirty windows) in unity.
I was searching about this subject and finding that I can change pixel by Texture2D.SetPixel().
I try to do it by this method, First I enabled read/write of texture and try this method but nothing happened on my sprite.
So I want to ask it if it's possible to change alpha of the sprite that is clicked by mouse or touched to show the below sprite of original one !?
My Code :
private RaycastHit2D hitInfo;
private SpriteRenderer spriteRendererComponent;
private Color zeroAlpha;
// Use this for initialization
void Start ()
{
spriteRendererComponent = transform.GetComponent<SpriteRenderer>();
zeroAlpha = Color.blue;
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0))
{
MouseClick();
}
}
public void MouseClick()
{
Vector2 mousePosition = Vector2.zero;
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hitInfo)
{
spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x, (int)hitInfo.point.y, zeroAlpha);
spriteRendererComponent.sprite.texture.Apply();
}
}
Answer :
You can use this thread for Optimizing of changing pixels of sprite
I've found answer about changing pixels of sprite (Painting)
public float radius;
public Color InitialColor;
private RaycastHit2D hitInfo;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (CustomInput.ControlStay())
{
hitInfo = CustomInput.ClickednTouched().hitInfo;
if (hitInfo)
{
UpdateTexture();
}
}
}
public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
{
float differenceX;
float differenceY;
//Create a new Texture2D, which will be the copy
Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);
//Choose your filtermode and wrapmode
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
//Center of hit point circle
int m1 = (int)((hitInfo.point.x + 2.5f) / 5 * copiedTexture2D.width);
int m2 = (int)((hitInfo.point.y + 2.5f) / 5 * copiedTexture2D.height);
for (int x = 0; x < texture.width; x++)
{
for (int y = 0; y < texture.height; y++)
{
differenceX = x - m1;
differenceY = y - m2;
//INSERT YOUR LOGIC HERE
if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
{
//This line of code and if statement, turn all texture pixels within radius to zero alpha
texture.SetPixel(x, y, InitialColor);
}
else
{
//This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
}
}
}
//This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
texture.Apply();
return texture;
}
public void UpdateTexture()
{
SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);
//Get the name of the old sprite
string tempName = mySpriteRenderer.sprite.name;
//Create a new sprite
mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
//Name the sprite, the old name
mySpriteRenderer.sprite.name = tempName;
//Update the material
//If you have multiple sprites, you will want to do this in a loop
//mySpriteRenderer.material.mainTexture = newTexture2D;
//mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");
}
Another problem :
Finding pixel on sprite :
In Unity3d we have RaycastHit.textureCoord but it doesn't exist anymore in 2D. I was searching about this problem, a lot but I didn't find anything useful.
So I want to know the solution for this problem and I'm wondering why method like textureCoord in 3D doesn't exist in 2D.
Answer :
I've found answer again as you see in the previous code for finding pixel on sprite.
Thread : Finding pixel on sprite in Unity
Check this out!
I have fixed your script. Works on different texture sizes. Different texture places and camera size. Require box collider 2d.
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
public float radius;
public Color InitialColor;
private RaycastHit2D hitInfo;
// Update is called once per frame
void Update()
{
if (Input.GetMouseButton(0))
{
hitInfo = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
if (hitInfo)
{
UpdateTexture();
}
}
if (Input.GetMouseButtonUp(0))
{
Resources.UnloadUnusedAssets();
}
}
public Texture2D CopyTexture2D(Texture2D copiedTexture2D)
{
float differenceX;
float differenceY;
//Create a new Texture2D, which will be the copy
Texture2D texture = new Texture2D(copiedTexture2D.width, copiedTexture2D.height);
//Choose your filtermode and wrapmode
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
//Center of hit point circle
int m1 = (int)((hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x));
int m2 = (int)((hitInfo.point.y - hitInfo.collider.bounds.min.y) * (copiedTexture2D.height / hitInfo.collider.bounds.size.y));
//Vector2 extremeScreenPoint = Camera.main.ScreenToWorldPoint(new Vector2(0, 0));
//Debug.Log("extremeScreenPoint= " + extremeScreenPoint.x
// + " hitInfo.point.x =" + hitInfo.point.x
// //+ " mousePosition =" + Camera.main.ScreenToWorldPoint(Input.mousePosition).x
// + " bounds.min =" + hitInfo.collider.bounds.min .x
// + " bounds.max =" + hitInfo.collider.bounds.max .x
// + " size =" + hitInfo.collider.bounds.size.x
// + " hit =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x)
// + " pixels =" + (hitInfo.point.x - hitInfo.collider.bounds.min.x) * (copiedTexture2D.width / hitInfo.collider.bounds.size.x)
// );
for (int x = 0; x < texture.width; x++)
{
for (int y = 0; y < texture.height; y++)
{
differenceX = x - m1;
differenceY = y - m2;
//INSERT YOUR LOGIC HERE
if (differenceX * differenceX + differenceY * differenceY <= radius * radius)
{
//This line of code and if statement, turn all texture pixels within radius to zero alpha
texture.SetPixel(x, y, InitialColor);
}
else
{
//This line of code is REQUIRED. Do NOT delete it. This is what copies the image as it was, without any change
texture.SetPixel(x, y, copiedTexture2D.GetPixel(x, y));
}
}
}
//This finalizes it. If you want to edit it still, do it before you finish with Apply(). Do NOT expect to edit the image after you have applied.
texture.Apply();
//DestroyImmediate(copiedTexture2D, true);
return texture;
}
public void UpdateTexture()
{
SpriteRenderer mySpriteRenderer = gameObject.GetComponent<SpriteRenderer>();
Texture2D newTexture2D = CopyTexture2D(mySpriteRenderer.sprite.texture);
//Get the name of the old sprite
string tempName = mySpriteRenderer.sprite.name;
//Create a new sprite
mySpriteRenderer.sprite = Sprite.Create(newTexture2D, mySpriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f));
//Name the sprite, the old name
mySpriteRenderer.sprite.name = tempName;
//Update the material
//If you have multiple sprites, you will want to do this in a loop
//mySpriteRenderer.material.mainTexture = newTexture2D;
//mySpriteRenderer.material.shader = Shader.Find("Unlit/Transparent");
}
}
I worked with Writing and Reading a Texture once (for a scratching card).
You have to consider that when you change the Pixels of the Sprite, you are changing the pixels for the entire texture. So let's say that i change the pixel 1x1, most likely it will not change the pixel 1x1 in my sprite if i have a bunch of sprites in the same texture. So you have to consider the offsets of the sprite and reposition the pixel that you want to change.
Try to do something like this:
public void MouseClick()
{
Vector2 offset = new Vector2(XXX, YYY);
Vector2 mousePosition = Vector2.zero;
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero);
if (hitInfo)
{
spriteRendererComponent.sprite.texture.SetPixel((int)hitInfo.point.x + offset.x, (int)hitInfo.point.y + offset.y, zeroAlpha);
spriteRendererComponent.sprite.texture.Apply();
}
}

Make the Camera fit the background image in Unity

Okay so I have a long image I'm using for a scene, it will be the entire level 1 background.
The height is 1080. I set the render settings to the same as my background image, but the camera has the Default unity background showing at the bottom of my floor (bottom of sprite image background).
If I move the camera it doesn't do anything about the black background.
I'm also using a script on the camera to follow the player, could that be an issue?
Sorry if I wasn't that clear here is screen cap:
http://s30.postimg.org/4aq7hd4a9/EXAMPLE.jpg
and here is what I'd like it to look like:
http://s17.postimg.org/r2pgy8pnz/example_2.jpg
Here is the camera script:
using UnityEngine;
using System.Collections;
public class GameCamera : MonoBehaviour {
private Transform target;
private float trackSpeed = 10;
// Set target
public void SetTarget(Transform t) {
target = t;
}
// Track target
void LateUpdate() {
if (target) {
float x = IncrementTowards(transform.position.x, target.position.x, trackSpeed);
float y = IncrementTowards(transform.position.y, target.position.y, trackSpeed);
transform.position = new Vector3(x,y, transform.position.z);
}
}
// Increase n towards target by speed
private float IncrementTowards(float n, float target, float a) {
if (n == target) {
return n;
}
else {
float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
n += a * Time.deltaTime * dir;
return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
}
}
}