VR RPG like dialogue system - user-interface

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.

Related

Why is "onmouseover" not working on a live website launched through Netlify?

I'm doing my first bit of coding in school, making a simple website. I code in Visual Studio Code and I'm using a mouseevent for pictures. I want the picture to change into another picture and then change back to the original pic when the mouse is hovering over it.
I've tried multiple different ways of doing this, including simple functions and more complex ones. All working perfectly on my live server version of the site. But as soon as I launch the site through Netlify, making it live, the mouse hover function ceases to work.
This is the current way I'm doing it, and as I said, works perfectly in VS Code:
<img src="assets/GrasshopperPapaya.jpg" height="550" width="700" onmouseover="this.src='assets/onionized-jungle-imagen.png'" onmouseout="this.src='assets/GrasshopperPapaya.jpg'"/>
I'm having the same problem using onmouseover and Netlify (while changing menu pictures when mouse moves over menu itens).
I don't know if that couldn't be a browser issue. On this case the problem occurs using onmouseover, but only on Chrome.
Please, let me know if you find an answer.

Controlling the unity ui slider via script

I have a simple question: how does one go about controlling the UI Slider in Unity via code? I can control a GUI slider quite easily, but I'd prefer to work with the UI slider that can be assigned in the hierarchy.
I have a few scripts that control volume and audio timeline scrubbing (moving the slider to a certain point in an audio track) that work great, but I want to assign these scripts to a Unity UI slider.
I think I am missing something pretty easy, but have spent too much time trying to get this right. Any help would be greatly appreciated!
Have you had a look at the Tutorial for Sliders yet? And the Scripting API?
http://docs.unity3d.com/ScriptReference/UI.Slider.html
http://unity3d.com/learn/tutorials/modules/beginner/ui/ui-slider
The Slider has a OnValueChange eventHandler and there you can for example directly drag in your AudioListener (attached to the main Camera) or the script you want to call.
To add more calls just press the + ;)
Good Luck, hope that helps.

How to animate basiceditfield in blackberry?

In my j2me blackberry application, I want to open editfield to enter text when user clicks on search icon. I have search icon added at the top right corner, when user clicks on it, I want to open basiceditfield with animating from right to left. I want Animation should be like default search on main screen in blackberry. How to do this? Is it possible?
You can do almost anything with the Blackberry Ui, if you understand it and are prepared to put the time in. But what you see when you press the magnifying glass is something that someone has spent a lot of time doing. There is API for doing anything like that (at least not one I have found). So if you are not experienced doing BlackBerry Ui, as I suspect is the case here, then I would suggest that replicating what the BB engineers have done with the animation from the search icon on the Home screen to the search screen, is too difficult to justify.
A lot of these sorts of things are, in my opinion, just gloss. They do not make the application any easier to use, just make it look flash. Personally, I would spend your time on making sure your application works well, rather than making it look flashy.
I do recommend using the screen transition animations as a way of moving from one screen to another. These are fairly easy to use and when used correctly, provide a good visual clue to your user regarding the flow through your application. I also suggest you spend some time making sure your assets (icons etc.) look good, on all the various sizes of BB that you are developing for.

Windows Mobile 6.5 - camera life preview and image capture using my own dialog

Im writing an application for workers in our factory and one of requirements is that they should be able to take images using camera integrated in PDA with WM6.5.
The main difficulty is, that thay MUST NEVER EVER be able to enter windows, Start button, desktop etc. They are allowed ONLY to see my fullscreen application.
I succesfully deactivated BlueTooth + red, green and volume buttons (if you are interested, im pasting links here)
http://forum.xda-developers.com/showthread.php?t=546737
http://msdn.microsoft.com/en-us/library/bb431750.aspx
http://social.msdn.microsoft.com/forums/en-US/vssmartdevicesvbcs/thread/a4f9f41d-47a8-4080-8613-2c2ddcf4c012/
And now I have to implement the camera function. But as CameraCaptureDialog opens a new dialog and shows start button, task bar and allows user to open list of applications, I must not use it.
I must create my own dialog that will show the Live Preview in a panel or in an imageBox and photo will be taken using a button.
I searched the whole internet and found only DirectShow.NETCF (but people do not recommend it) and CameraCaptureDialog.
Can I somehow redirect the CameraCaptureDialog to my dialog? Or can I access camera directly via .NET framework? Or can I modify the CameraCaptureDialog not to show Start button, menu etc?
Looks like you have a bit of a challenge. I agree that Directshow is a questionable solution, but it may be your only option. I did get http://alexmogurenko.com/blog/directshownetcf/ to work, but only on low resolutions.
A better option might be to find a device that does not show the menu bar/start button. AFAIK, the HTC HD2 has a very clean Cameracapturedialog..
Good luck.

Windows Mobile Custom Textbox

I'm trying to replicate the input box shown in the image on windows mobile 5+
but i'm struggling for ideas!
So far the only things I have come up with (I haven't managed to make either work) were to either;
inherit TextBox and paint the textbox
background manually by overriding
OnPaint/OnPaintBackground
make the textbox background
transparent and position the
textbox over an image that looked
like the one in the screen shot
Has anybody done this or know of how this could be acheived?
Thanks in advance
OneShot
I gave up on this as I have moved away from windows mobile but found that it wasn't possible, due to restrictions in the compact framework, to do this with the existing textbox, you would need to create your own texbox control from scratch!

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