Xcelsius - Drawing a box around multiple sliders - how? - xcelsius

The following instructions are straight from the Quick Start tutorial in Xcelsius, but I have YET to find out how to draw a box around the five sliders - there is nothing on-line either that seems to answer such a basic question!
4.11. Draw a box around the five slider components to select them all.
4.12. On the Format menu, point to Align, and click Center.
Thanks!

You can click on the canvas and hold the mouse down while you drag the mouse over the sliders. A better method though is to take advantage of the Object Browser window CNTRL+4 where you can select controls by CNTRL + MOUSECLICK on each. It is well worth the small effort required to key in meaningful names for all of the controls/widgets.

Related

Slow down section of Google Earth studio program

I have programmed a 90 second sequence in Google Earth Studio and I want to slow down the middle section only.
(I think there could be a long and dirty workaround by changing the overall time of the video in project settings and selecting scaling, then swaping in copies of the original start and finish, and link them all back together - but there must be an easier way to do this!?)
If there is a better forum for Google Earth Studio programming questions, please share in Comments.
I have found a better way to slow down a section of Google Earth Studio but it's still a bit clunky.
Increase the overall length of the animation in project setting, see above.
Highlight all the keyframes AFTER and including the end of the section to stretch (the spots on the keyframe editor, bottom half of screen).
Drag the selected keyframes to the right. This increases the time to get between the 2 keyframes (section to be stretched) automatically slowing the section down.
Tip 1: Selecting multiple keyframes (spots) - click and drag mouse but remember to select all keyframes including those out of sight. Scroll down to lower attributes.
Tip 2: Roll up (shrink) attributes before selecting multiple keyframes. This usually means that you can see everything without needing to scroll down. Click the small arrow next to the attribute (far left of keyframe editor).
Tip 3: You can always select keyframes manually, just hold down shift when you click on them to add to original selection.
Add to the comments if you know an easier way slow down a section of Google Earth Studio.

What is the equivalent of border-radius in roblox studio?

I have been previously working with css and there is a property in that i.e., border-radius with which i can change the radiuses of all the four sides independently. Now i have started making roblox games and i want to round my GUI elements but i found only one plugin that is roundify which rounds all the four corners equally but i want to round them independently (seperate rounding values for different corners). I searched the property panel also but did not find that. Please can anyone tell me how to change the border-radiuses differently.
Take a look at the docs for UICorner.
To use the UICorner UIComponent:
Create a Frame / ImageLabel / ImageButton /TextLabel / TextButton / ViewpointFrame / etc.
Insert a UICorner component as its child
Adjust the round corner radius by changing the CornerRadius property
There are also notes about when to consider using 9-Slice image assets as well.
I think I have used the plugin that you use to roundify the corners, and I looked into how it worked.
What I think is happening here is that the plugin, rather than adding a script, just changed the button to a rounded image.
You would have to find a way to make an image where all corners can be rounded separately, probably with an outside program. From what I see there isn’t really a way to do this with scripts.
Hope this helped.

How can I set size and location of the app window within a ui-test?

A bit of background: I recently implemented a Drag and Drop Behavior to my app, where I can drag items from e.g. the Finder inside my NSTableView. Now I wanted to write a few ui-tests for this new functionality.
The general idea was to move the finder window to the left side of the screen and my application window to the right side of the screen and then execute the drag and drop. The drag and drop itself is not the problem, the problem is the setup of the mentioned window layout. I cannot find a convenient way to resize and move the two windows. Coming from .net, I expected something like app.window.setSize(..) or app.window.moveTo(...).
What I tried so far:
As I have Magnet installed on my Mac, I tried the easy way out and sent key-events (control + option + arrow) to the window. This did not work, sending the keystrokes results in an error beep. Doing this manually during the tests works, so I don't know what exactly stops Magnet from rearranging the windows, but I guess it has something to do with the Testing Framework. I did not dig deeper into this, as it would have been a cheap solution anyway.
Drag the app window corners based on screen dimensions, e.g. for the window on the left I drag the corners to the top left, bottom left, top middle and bottom middle of the screen. This requires that all four corners are visible on screen, but that's a problem for another day. The solution would normally work, but the problem is that the y-coordinates I get from the frame of my app window are not what I was expecting. I do receive the location of the app window with app.windows.firstMatch.frame.origin. The x-coordinates look alright, but the y-coordinates are totally off (from what I expected).
I can't find many resources regarding the origin or frame members. Any idea on how to face this problem or where to find a documentation about the XCUITest-Framework and the basic concepts behind it? The official documentation doesn't help in this case. I only found this short explanation in the apple documentation archive about the coordinate system of macOS (or OS X back then) applications.

Part of unity text field jittery/smudging in Hololens 2

My team has made an application in Unity3D with MRTK for the Hololens 2. Our main menu inside the application does not use a Canvas, but includes Quads to display pictures and Text Mesh Pro's 3D text fields. I have found that, while this menu is open, several elements like the top-left corner picture and part of the text fields are jittery when you hold your head steady. When you nod your head, the affected parts of the text seem to lag behind so that they end up lower or higher than the text that remains steady.
The cutoff point between stable and unstable text is always the same. There is a central area that is stable. Text that is too high, or too far to the left or right in unstable. The division is in the middle of the letters (For example, the top-most part of the capital letter S is unstable, while the smaller letter m is stable.) It does not matter if the viewport is centered on the center or the side of the menu. Other objects in the menu, such as buttons, that are further outside the center, are still stable.
I'm aware that there can be problems with hologram stability, but I do not understand why only part of the same textfield are affected. I can't include screenshots or videos because the effect doesn't show up in screencaptures of the Hololens.
Does anyone know what could be causing part of an object to be unstable in the Hololens, and what might be done about it?
Edit: I made an edited screenshot to try and recreate the visual effect seen in the Hololens:
It seems to be related to depth reprojection. Text doesn't write to the depth buffer by default, which can lead to instability. MRTK have some tips, including specifically for TMPro:Depth buffer sharing in Unity

Has anyone created a vertical UIToolBar? Or some sort of vertical menu with UIButtons?

I am trying to created a vertical menu (on the left side of the screen) which I can display and hide using a gesture recognizer.
I have found a post similar to this which helped slightly, but all it did was rotate the UIToolBar to a vertical position without changing the width or position.
If anyone has succesfully created something similar to this and is willing to help I would greatly appreciate it!
Also, if anyone can point me in the right direction possibly to some sample code I would like that as well.
You could do this with a UIToolBar by applying a 90 degree rotation transform, and then having all your icons rotated 90 degrees to match - you can change the width and position simply by adjusting the UIToolBar frame. However, you will need to create your own toolbar to do this rather than using the built-in one you get with a navigation controller.
Another option is simply to roll it yourself: this will allow you more customisation, so is perhaps the better option. There are a number of third-party implementations of varying types, some based off the current Facebook App side-bar, a good place to start looking is http://cocoacontrols.com - they are of varying quality.
On the other hand, it wouldn't be too difficult to roll your own, so that's a good option to consider.