When a joint (hinge joint or configurable joint) is used in Unity the anchor is represented by a brown arrow icon in the Unity Scene window.
It is way too small. I want to enlarge it to see it easier. Is this possible, how?
For positioning purposes, I've found a solution: Clicking on "Edit Joint Angular Limits" (Unity 2017.3+ I guess) displays a circle that represents the angular limit. This circle is centered on the anchor, naturally. So it helps locating and positioning the anchor.
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Hope everyone is having a good day. I recently built a filter with a camera effect over it but i’d also like to add a plane tracker on top of it (a company slogan texture image). I added in my Facetracker > Plane > add Material and it shows up on my preview screen (the development grid) but it doesn’t appear on a preview of the filter (mockup screen with my face). I am not sure why this is happening and I don’t know how to fix it.
If anyone has any has any solutions it would be very helpful. I am open all suggestions.
Thanks so much!
Face Tracker shows up on my grid but not my actual effect/filter
Use this: Facetracker > Canvas> Rectangle > add Material
Click on Rectangle and on the right panel, click on the 100% on the Width and select Fill Width & the same on height but Fill Height
It isn't appearing as planes are for 3D materials for positioning these 3D materials anywhere in the scene
A rectangle provides a space to apply 2D materials and must be a child of a Canvas
Also, You can't have a plane tracker under a face tracker as the plane is an infinite horizontal tool
I'm working on a project and I'm currently stuck at the GUI. I'm trying to make a bar like in the picture: a white circle is slowly filled up with beer but the beer image should move up instead of stretching, the image is squared because at every moment it should fill horizontally the white circle, but should not go outside the white circle.
I made the slider fill bottom to top, then assigned the beer image to the Fill area and set Preserv Aspect so it doesn't stretch, but I don't know how to go on. How do I proceed? Thanks in advance for the help.
Is it possible to have bottom border only without creating 9-piece image border? Is there possible workaround, say, drawing a line in Codename One Designer?
This is possible in code where a line border can only be applied to one of the sides however building the UI to describe that visually (and the related data) proved difficult.
A better approach would be to use an image background rather than a border (define the border as empty) and set its behavior to tile bottom.
Codename One also has a 3 piece image border which is designed for things like the iOS back buttons and not so much for the underline.
I want to use multiple irregular picture makes up a map, each picture is a button.Transparent part of the images will overwrite each other, how should I do to make their control areas does not overlap.
I use a lot of pictures makes up a large map.
And each piece of the map is irregular, but their control area is a rectangle. Because they all have transparent pixels.
I just want to make the hit area and their shape becomes the same.Some encountered a similar problem?
I have implemented one for the cocos2d-x v3.x:
https://github.com/yszheda/cocos2d-x-irregular-button
It works OK on cocos2d-x v3.2. Maybe you can have a try XD
By default Blender adds speed easing to the animation. I need to remove it to get consistent rotation speed on my model. How/Where can I modify ease curve?
Thanks
You are able to edit the key frame interpolation in the graph editor. Select your object and then choose the graph editor in the selection box at the bottom left of the screen. You can then zoom out using the scroll wheel to see the curve. You are able to edit the points by clicking them with the right mouse button and moving them with the left.