I am hoping to be able to open and close a tester lid automatically after an agent has been inserted.
If possible a rotating lid would work great but I have only been able to rotate around the Z axis.
You can add the lid's animation into a Group (right-click -> "add to group"). You can then rotate the entire group around the x, y and z axis.
Related
I am using Orthographic camera with OrbitControls and it works fine for zooming in and out (with mouse scrollwheel) and panning left and right (holding mouse right button down).
But I would also like to be able to "pan" the camera up & down (I believe the technical term is "boom" or "jib").
OrbitControls doesn't provide this motion.
What can I do to drive such a vertical motion from the mouse?
You can set which mouse buttons perform which action with OrbitControls.mouseButtons. It sounds like you already have rotating and dolly (AKA zoom in/out), but you still need to set the desired pan (up/down/left/right) button.
controls.mouseButtons = {
LEFT: THREE.MOUSE.ROTATE,
MIDDLE: THREE.MOUSE.DOLLY,
RIGHT: THREE.MOUSE.PAN
}
Don't forget to also set the .screenSpacePanning property to either true or false, depending on what your desired behavior is. My guess is you want it set to true, but play with it to get the desired result.
I have been successfully building and running a Unity 2D game, but started receiving a Blue Screen during one of my operations. Specifically, when I close a popup and remove all of its child Game Objects, the entire Game Screen turns dark blue (the default background color of the main camera). The music for the game still plays and clicks are still registered if you click in the right area (I can still press the back button, just can't see it).
If I remove 1 gameobject, this problem doesn't come up. But once I have to remove 2 game objects, the entire screen turns blue.
This is my function for removing my game object in case it helps, which works perfectly when it comes to actually removing the gameObjects correctly (game objects to be removed are created from prefabs). I think the problem may be with the camera for some reason, but I have no clue as to why it happens on this function.
public void Remove(int index)
{
float toggleWidth = toggle.GetComponent<RectTransform>().sizeDelta.x;
DestroyImmediate(scrollSnap.pagination.transform.GetChild(scrollSnap.NumberOfPanels - 1).gameObject);
scrollSnap.Remove(index);
scrollSnap.pagination.transform.position += new Vector3(toggleWidth / 2f, 0, 0);
}
I don't receive any errors or warnings in the console. Just a blue screen once more than one GameObject is removed
EDIT:
Turns out my main Canvas's planeDistance was being changed from 100 to 3200. I still have no clue as to why this change occurred...but for anyone else having a similar issue with a dark blue screen appearing in the middle or start of their game, then please check the values your canvas and camera in the Inspector. Simply controlling the planeDistance did the trick for me!
Made a new scene next to the sample scene when i started my sprite learning game. Forgot all about that.
When I had to publish it, In the Build Settings, I had the wrong scene selected. So It published an empty scene instead of my game.
I solved it by putting game in 3d mode and realized that the camera is positioned very far from the sprites, just change the z-axis and again go to 2d mode.
Just Move your camera in Z-axis position, it could be too far from object or it is behind the object, you can also check it by 3D mode the check the object position and change it in positive and negative values.
I want to position a button at place having certain pixels distance from left and top. I have the exact position in pixels of where to place the button. But, how can I do so?
Try Absolute layout
https://developer.xamarin.com/guides/xamarin-forms/user-interface/layouts/absolute-layout/
Another option is create view renderer which implement this funcionality in native part.
I want to rotate the object not using story board.. in story board have from and to property it's easy. But i want first time click rotate that time rotate 90 deg at the same time click rotate rotate 180, and so on till 360....... simply i want each time of you click rotate that time rotate 90 deg....
I wnat this type of screen for each time of click rotate button......
please help me....
Thanks In Advance.....
Use a RotateTransform: http://msdn.microsoft.com/en-us/library/system.windows.media.rotatetransform%28v=vs.95%29.aspx
In your code you can use it like this:
((RotateTransform)YourImageObjectName.RenderTransform).Angle = x;
I'm making a product site in Adobe Edge. I have a circle div that needs to grow in a span of, let's say, 2 seconds when mouseover. Then a text has to appear in it. When mouseout, the text must disappear and do the reverse animation back to normal size. The circle has also to grow from its center, not the top left corner. I'v been trying to do this for hours with jquery and css3 animations but failed to get a satisfying result.
This is very easy with edge animate.
make your circle element.
set a key frame at 00:00 on the timeline for the circles width and height.
press Q (the transform tool) or select the icon at the top left of the screen just to the right of the arrow.
The transform tool scales things based on the origin point, which is repositionable but is automatically in the center of the selected object.
go to 02:00 on the timeline.
resize your circle.
set a keyframe for your text at 0 opacity.
go forward on the timeline.
set another keyframe for your text at 100% opacity.
group the circle and text into a div.
right click on that div and press 'convert to symbol'.
go back to the stage by clicking 'stage' on the top left of the preview window.
select the object that you want to use to trigger the animation.
open the actions for that object.
paste the following code into a mouseover event: var mySymbolObject = sym.getSymbol("INSERT THE NAME OF YOUR SYMBOL").play();
now make a mouseout event and paste this code: var mySymbolObject = sym.getSymbol("INSERT THE NAME OF YOUR SYMBOL").playReverse();
now what should happen is that onMouseOver, the timeline for that symbol plays forward, and onMouseOut, the timeline for that symbol plays in reverse. This way, if the animation is half way through and they mouse out, it will reverse from where it's at back to the beginning.
Probably you would like also to use mouseenter/mouseleave events rather than mouseover/mouseout, if you will nest text div inside circle div.
http://www.bennadel.com/blog/1805-jQuery-Events-MouseOver-MouseOut-vs-MouseEnter-MouseLeave.html