Using UnitySteer's SteerForPath in Unity3D - unity3d

I tried asking this question on Unity Answers, but I don't seem to be getting an answer there, so I thought I'd try here
I'm trying to use the SteerForPath script in UnitySteer 2.5 with AngryAnt's Path 2.0 for a racing game, but I'm not sure how to: I can set up the waypoints in Path, but the SteerForPath script doesn't provide a way for a path to be linked to it in the inspector. Can anyone help me with how to link a waypoint path to UnitySteer's SteerForPath? It doesn't have to be AngryAnt's Path, but if it isn't it would be helpful if you could provide a tutorial or demo as to how to set up a waypoint path in that other system.
Thanks.

Are you referring to SteerForPath.cs in the Steering package from Arges-Systems? If so, you're better off using SteerForPathSimplified.cs
This version has a publicly available property for assigning a 'Path'. Though the Arges-Systems author does state (halfway down in comments) that his SteerForPathSimplified.cs is not necessarily designed to work with AngryAnt's code, but you should be able to quickly modify it to suit your needs.

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building android source for pixel 6

I'm trying to build grapheneos for pixel 6 with custom bootanimation.
I created the bootanimation.zip file according to instructions but can't figure out the location to put it in. Since the usual location, system/media/bootanimation.zip is giving me an Error:
offending entries: system/media/bootanimation.zip
besides this, the build also fails.
Can anyone help me to understand what I am doing wrong ?
Error message
If it is still relevant, I may have an answer for you.
There's a mechanism that prevents you from doing something to the system partition from the product makefile in some cases.
The solution to your specific situation might be different, and there are also suggested solutions in the link below.
If you have something that is a part of the system partition, and is not a product specific thing, you can also add it to:
build/make/target/product/generic_system.mk
instead of the product specific makefile
Here is a link explaining this mechanism

What may be the possible causes that my cast is failing

I am trying to make a vehicle selection system in ue4 with blueprints.
I have followed this video.
Below are the screenshots of my code.
screenshot1 and
screenshot2
firstly I tried to figure out what is happening to my code then I came to know that the cast was not succedding and hence the car is being spawned but not posessed.
please help me by listing some reasons that may be responsible for this.
if you want any info so I have given the link of the video which I have used to make the system.
thanks in advance.
I found the answer
I just searched it on Google and found it here:
https://answers.unrealengine.com/questions/98622/view.html

How can I serialize/store path object in flutter

I am kind of new to flutter and programming in general.
I am currently working on a drawing app where the user should be able to save the drawings and come back to them later on.
This means that I have to be able to store a path object locally.
https://api.flutter.dev/flutter/dart-ui/Path-class.html.
The problem I find is that I can't serialize the path object.
Here is a rejected PR where they wanted to implement a path iterator.
https://github.com/flutter/engine/pull/5632
and here is an open issue about similar problem.
https://github.com/flutter/flutter/issues/29125
I hope I explained my problem enough so that you understand my issue.
Do anyone have any idea of how I could serialize/store my path object?
I solved it by wrapping Path object in a new class that holds the Offsets separate.
It's not pretty but it works!

HoloLens 2 Research Mode with Unreal - How?

I'm new here, so feel free to give tips where needed. I am running into trouble using the Unreal engine combined with the HoloLens 2.
I would like to access the special black/white cameras of the HoloLens, for tracking purposes. These are normally not accessible. However, they can be activated by using the “perceptionSensorsExperimental” capability. This should be possible, since it also works with Unity: https://github.com/doughtmw/HoloLensForCV-Unity
I have tried to add the capability in the Unreal Project Settings: Config\HoloLens\HoloLensEngine.ini” -> “+RescapCapabilityList=perceptionSensorsExperimental”. The project still builds as expected, but I noticed that it doesn’t matter what I add here. Even something random like “+abcd=efgh” doesn’t break the build.
However, if I add “+CapabilityList=perceptionSensorsExperimental”, I get “Packaging (HoloLens): ERROR: The 'Name' attribute is invalid - The value 'perceptionSensorsExperimental' is invalid according to its datatype 'http://schemas.microsoft.com/appx/manifest/types:ST_Capability_Foundation' - The Enumeration constraint failed.”. I conclude: 1.) I’m making the changes in the right file. 2.) The right scheme needs to be configured in order for “+RescapCapabilityList=perceptionSensorsExperimental” to work as expected.
My question is how do I add the right schema to my Unreal project? (like in the Unity example referenced above, which uses “http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities”), I cannot find any example and I cannot find any proper place to put it. Not in the settings, not in the xml/ini files. Clearly, I am missing something.
Any thoughts are much appreciated!
Updated. We released HoloLens-ResearchMode-Unreal plugin

Problems getting OSVR to initialise the HMD Display with Oculus DK2

I am using a Oculus DK2 (v0.8) and OSVR SDK. I'm having a problem getting the HMD to run/display anything.
The Oculus samples and the OSVR samples do work however, so the osvr_server seems to run fine.
My application itself renders a test scene just fine when not using a HMD.
I tried two approaches:
First, just creating a osvr context and creating a DisplayConfig object. This seems to work, but DisplayConfig::checkStartup() fails (I do this in a loop, calling update on the context when the checkStartup call is failing). I used the OpenGLSample.cpp as a guide for this
Second, I tried using a RenderManager, but the call to createRenderManager results in a crash within the RenderManager.dll. I get the same crash wether I create the graphics lib object myself or if I let the library create it.
I am quite stuck now, since the demos and examples do work, I have no idea where to look for the error on my side. Creating the context works, querying interfaces as well, but the crash with createRenderManager is beyond me.
Does anyone have any hints or ideas what the problem could possibly be?
Regards and thanks in advance
pettersson
RenderManager should not crash during open. There have been a couple of bug fixes recently to avoid that happening, and the latest RenderManager binaries, libraries and header files are available with the SDK download from http://osvr.github.io/using/ along with updated copies of the example programs.
When something goes wrong in RenderManager, it usually reports that to standard error. We're moving that to a logging interface, but for now it should show up on the console. Posting an output of that as an issue at https://github.com/sensics/OSVR-RenderManager/issues is a good way to let the developers know that there is a problem. Of course, providing the same sort of information you provided here will be helpful as well.