How to open a Three.js Project coded with React? - three.js

I'm new to threejs and relatively new to javascript.
I'm trying to open the code here for 3D Avatar Customisation as a reference:
https://github.com/rubenchoi/react-metaverse
I'm using Visual Code and trying to open the html file with live server but can't get it to open?
They seem to be using React. I have node.js and npm installed the latest as of today.
How am I able to view this work of art?

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How do I make use figma UI for a desktop app?

I have a few UI designs made in figma which I want to use in a desktop application made using C/C++ or Python. Is it possible to import the the designs into the codebase or is it just a blueprint design I have to recreate from scratch using something like Qt/GTK or any other GUI library
Yes, via the Figma API and/or Figma Plugin API.
If you want to see this in action, check out the FigAct plugin, which generates ReactJS code from Figma files.
https://www.figma.com/community/plugin/1079641487885770780/FigAct----Figma-to-React%2C-React-Hooks%2C-React-Router-and-dynamic-data-display-from-API-call

Why doesn't couchbase plugin load?

I use the latest NativeScript Sidekick and Preview for developing (vanilla, pure JS) apps, recently I installed Couchbase Lite Plugin https://market.nativescript.org/plugins/nativescript-couchbase
When I write var couchbaseModule = require("nativescript-couchbase"); in
the JS file of a page and if I try to open the page, this error message shows up
But if I remove var couchbaseModule = require("nativescript-couchbase"); the page loads without error.
Why this happens? How can I use and require couchbase plugin? What can I do to solve this problem?
Limitations
The Preview app comes with a predefined set of NativeScript plugins. If your app utilizes a plugin that is not present in the Preview app, you will see a warning message and your app might not work as expected.
nativescript-couchbase plugin is dependent on their native libraries, so you must have complete environment setup to build your project locally in order to test it. Preview won't support this plugin.

How to debug when using Google VR (Daydream) and Unity?

I'm using the latest Google VR SDK and Unity 5.6. I've got a Daydream headset/controller and I'm trying to develop a game. I've been stuck on a problem for a while now, which in a typical Unity environment I should be able to solve very quickly, but because I'm forced to build/run the code to the device each time I want to test I'm unable to view the console nor see any error/warnings which are thrown.
Any idea on how I can debug using Unity, or even emulate the Daydream controller/headset within Unity? I've seen that a controller emulator exists, but it appears you still have to run on the device, only in that scenario you have to have two phones; one acting as the controller and another as the 'screen'.
Thanks
Check out this asset Log Viewer.
Using this asset you can see the same log console in Unity Editor in runtime. I don't know about DayDream but it worked for me on Android, Oculus, and GearVR.

Failed to update Unity Web Player

When i run my Unity3d Web player html file it always give this error on
MAC.
Error Line
Failed to update Unity Web Player.
I need solution for run my webplayer build on browser .
Thanks in Advance.
This question has been asked multiple times since the last 10 hours but the answer still remain the-same.
Unity Web Player has been discontinued. It doesn't work on Chrome and other top web browsers anymore. WebGL replaced it.The reason for this is because web browsers removed features/API that that is required to run Unity Web Player games.
Build your Unity project as a WebGL then upload it to your website. This requires Unity 5 and above.

using native pdf viewer of mobile device in Kendo UI Mobile

I do have a Kendo UI Mobile app which I created with the VS Icenium extension. My question is if it is possible to open remote pdf documents with the native pdf viewer which is installed on a mobile device.
Currently, I'm using this code in order to open a document:
if (device.platform === "Android")
window.open(data.uri, '_blank');
}
else
window.open(data.uri, '_system');
}
This opens the browser and downloads the file, which is retrieved from a wep.api .NET MVC webservice. On iOS it works quite well. But on Android it opens the browser and starts the file download in the background and the document is not opened in the browser. It is necessary to pull down the message center in order to open the file.
But like I said, it would be great if I could check if a pdf viewer is installed on iOS / Android and ask the user to open the document with it otherwise opening the file in the browser using the code from above.
Searching the internet the only option I was able to find was pdf.js (which I wasn't able to implement into my app).
I'm an absolute beginner with HTML5, jquery, Kendo UI Mobile etc. and it would be great if you guys could give me your help!
Thank you in advance!
Regards,
Martin

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