All my animations were working fine, I was adding a boss fight in level 12
Got it working but the player ship that I wasn’t working on was only showing the back half, as if it had been cropped! Yet still animated as normal.
When I tried a clean build I tested level 1 and the player ship is still cropped, along with some other animated nodes, like the weapon power up symbols.
All the other animations are working ok.
Any ideas what could cause this?
I finally worked out what was wrong and how to fix it. I had made lots of atlas files but a Xcode update didn’t like the way I had made them or the location I put them. I deleted all the atlas files and made them inside the Assets.xcassets file, using the menu and selecting create atlas sprite file.
Now all my animations work as they should
Related
So I'm trying to implement a dialogue like system using Google Carboard VR, and I have been having trouble as to how I would implement this, I tried using Fungus but the dialogue boxes that are showing up are not exactly VR ready. This is how it is showing up:
I got references to individual cameras (Left and Right) and setting them as parents to script generated dialogue boxes (duplicated it onto both) as their respective parents. Also, I tried changing their positions to inside each respective lens but still i did not get the result i needed.
Is there a tutorial for Fungus for VR or if someone has worked on something similar. Or is there any other asset (preferably free) that can help me with what I am trying to do? OR maybe a solution through Unity's native UI?
Keep in mind I need a solution for VR not normal rendering.
I'm making a game with swift and I went into the project editor to rename the project. Now when I try to run it it just gives me a gray screen. My app is called Scene Transition, and under the projects folder the Scene Transition.app and Scene Transition Tests.xctest are both red. Not sure if this has something to do with it.
I would suggest following the instructions in this youtube video. In general, renaming things in Xcode without considering the configuration changes is a bad idea (this actually holds for just about every programming language and environment I can think of).
[EDITED] After spending a couple of days on a iPad app (utility s/w for myself; not for release), I accidentally clicked on disabling size classes in Xcode (6.2). I only want to turn off Auto Layout temporarily so I could figure out why my popover scene was not rendering.
Now, all the UI elements are gone but the guidelines for both the main scene and the popover scene are still around. History seemingly shows nothing that will bring back the UI elements. I closed the Xcode project and opened it again, but only the red guidelines are visible.
Has anyone run into this? Any idea how to fix this? [EDIT] I'm referring specifically to the UI elements and getting them all back -- else I'm going to have to spend a couple of hours reconstructing and positioning them. I browsed StackOverflow and Google Search but I've not seen any relevant suggestions.
First, when disabling auto layout it will disable the size classes as well.
I would suggest that you update your Xcode to 6.3. Then that will probably be gone.
Hope that helps :)
Edit
regarding the comment
First off I would print the frames of the UIElements to see whether they are still on the screen. (Using `println("(button.frame)")
Then, if they are not there, change their frames / centres) to somewhere on the screen.
If they are in the bounds, check their sizes to make sure they are large enough to be visible. If they are then make sure they are not hidden and their alpha is 1.
In storyboard you can open the side-bar and then change the element's position in the Attributes inspector as shown here:
I've been working on a new game, and I just put in my first animation, an explosion.
The problem is this. The explosions spritesheet is 1200x100, made up of 12 100x100 frames.
The explosion animates fine EXCEPT the origin is behaving strange. I want the explosion to be centered, so I specify 50, 50 as I've done on previous games in the past. This centers in the Y direction but in the X direction its only moved slightly.
After some fiddling I noticed that if I put the origin as 600, 50 (half the spritesheets width) it centers correctly. This makes no sense. I've used this animation code before and never had this problem. I've ensured the values are all being passed correctly, and the destination and source rectangles look to be correct... I am STUMPED!!
I tested Monogame and there is something going on between XNA vs monogame.
I've made this sample for anyone whos interested to download and inspect for themselves.
As you'll see, in the XNA version the black dot is in the middle as it should be, but on the monogame version its way off center.
Not sure whats causing this. Rectangle or spritebatch.draw differences? or perhaps its the way the textures are processed using the monogame content project. Any help is greatly appreciated!!!
To run this you'll need xna 4.0 installed as well as monogame 3.0
http://www.filedropper.com/testanimation
http://monogame.codeplex.com/releases/view/102870
Well I've figured it out!
Seems it was a problem with the content builder in the 3.0 monogame release.
Today the 3.0.1 release came out, so I uninstalled 3.0 and installed 3.0.1.
I then ran the project, the problem still remained. So i opened my content project, rebuilt all my content, copied over the files and tries again, problem solved!!! :D
TY Dr. Asik for spurring me into the right direction! :)
I've had this app on app store with no problem until iphone 4 came out.
My home page has an image covering the whole screen.
UIImageView added in interface builder, and image path added in interface builder.
In all phones this image shows up; however, the image does not show up in any iphone 4, and instead the user sees a blank screen like the following:
Anybody knows what's causing this? thanks
.
I only have 1 set of images with
normal resolution
This problem only happens to one of
the images in my application which is
the background for my home page
the graphic file should not be
corrupted because the exact same
image works for all other iphones and
itouches
my image is a jpg file
image size is 480x270, which in
interface builder i make it 563x330 to display only a part of it
I have no outlet to this uiimageview
so it cannot be changed in code
With devices with the new retina display, pixel sizes are different and you have to check for the following, in particular:
Do you provide two alternatives of the image, one at old resolution, one at double resolution (named myimage.png and myimage#2x.png)
If not, does your image scale up well in size with CoreGraphics's algorithms (there are some pathological cases, though you'd have to be quite unlucky)?
Have you checked what happens (at both resolutions) when your UIImageView size changes?
Is it just one image, or all?
Is your graphics file corrupted?
It's hard to tell if it's any of these points, or something else, because you provide so damn little detail, that I stick to generic things. Comment below (or edit your question) if you need more help.
I've got two things to add to FXs thorough answer:
Considering the information you added, I would take a look at your code for setting up that UIImageView. Perhaps you use some sort of detection code or something which wasn't implemented correctly.
Would you mind sharing some code snippets?
According to Apple's documentation, you don't need to provide the ".png" extension as of iOS 4. Perhaps that is causing the problem.
Again, code snippets would help here. Specifically where you deal with loading up your image file.
EDIT:
Try re-saving the image and replacing it. I've occasionally corrupted files in Photoshop. This has to do with file extensions and how Mac OS ignores them, but Photoshop still uses them.
Also, it could have to do with where the image is in your XCode project. Check what Group it is in. Make sure everything is in place and then Clean and Rebuild. Remove the app from the iPhone4 (reboot) and try reinstalling.
I hope this helps.
Good luck!
If this was my code, I'd write a tiny app just to display the image in question. If it still fails it would be easier to get help debugging the problem.