For now i went to the Assets > ThirdPersonCharacter > Prefabs and dragged two ThirdPersonController so i have in the Hierarchy now: ThirdPersonController and ThirdPersonController(1) but if i want to have 30 players(ThirdPersonController) and add to them to each one the same script is it possible to do it easier then drag one by one from the assets ? Maybe with a script ?
Some very basic things you can do is :
Ctrl/Shift + left click multiple gameobjects in the hierarchy and then drag the script on it.
Click on a single gameobject and drag the script on it, then hit apply at the top of the inspector, which changes the prefab itself and all references to it.
Get one gameobject with your script ready to go and copy and paste that gameobject.
Related
There are two places within Xcode (version 13.3) where I can't drag and drop anymore.
Trying to move a file to a Group. I have tried just clicking and dragging, control-click, option-click, command-click, none work. Instead of dragging the file, the cursor just moves without the selected/highlighted file and highlights whatever file or group it is hovering over.
Trying to drag a button to a View Controller to make a connection. Instead, a popup window appears with three rows, each with corresponding icon, two lines each (title and object type): View Controller, View, Button. (I can't figure out how to capture that screen since I am already holding the control key and mouse button (track pad) but here is a photo.
Update:. All works fine when using a mouse but these two problems always exist when using the trackpad. I did discover that by pressing the Escape key, I can perform the control-drag (but not move files). I have played with the trackpad settings but have not yet been able to figure out how to get rid of that window that appears.
This popup appears whether I am holding the control, option, or command key.
What xcode version are you using, just tried
#1 is working as expected on my xcode13.0
#2 seems to be working for me too..
I've tried to search on the internet for a method that can get a specific node from the scene. I've seen a lot of methods, but it doesn't give me a clear answer.
I've have build a scene in SpriteBuilder from Cocos2D. This is how the MainScene.ccb looks like:
If needed: This is how Player.ccb looks like:
I'm trying to get the player 'object' in Xcode after I published the project. I've tried to use CCBReader, but I can't find any useful method (unless I missed it). Also I've tried so use self.children, but I don't know how to continue any further with that.
Can you help me out? At the end, I want to get the position of the player.
Thanks!
By the way, I'm a beginner in Swift, so don't expect that I know all of the terms.
When you add nodes (sprite) to your sprite builder project, make sure it is selected, then on the right, click theorem code connections tab. In the 'Doc root var' type your variable name in the box.
When you load Xcode select the file that loads the scene from sprite builder and you can then declare a variable in this file with the same name you gave it in sprite builder. You will then be able to use that node (sprite) whenever you want and access it's properties.
I am using Selenium Webdriver(Ruby) to automate my web app and my web app has this carousel wherein my element continuously keeps moving in a loop.
By the time I locate that element and try to click it, element moves ahead.Hence I am not able to locate that element.
I tried finding and clicking that moving element by following code:
{
ele_button = driver.find_element(:xpath,"xpath")
sleep 10
ele_button.click
}
I thought that by 'sleep 10' I could make that element wait for 10 seconds and then click it.But this does not work and I am getting ElementNotVisibleError whenever I run my script.
Question:
Is it even possible to automate a moving element? If yes please provide me a solution.
Yes it is absolutely possible. I handled same scenario for carousel on my site. There are three ways:
Most carousel stop on mouse hover. So you may use it to stop the
carousel. Use Actions class to move over to the carousel. Once it
stops you may click on it.
If you want a specific slide, you can click on dots or any other navigator, like prev/nxt, to reach your slide and then click it.
The sure shot way to click your specific slide, without worrying about whether it is displayed or not is to use Javascript to click it (Which I had done in my case although I had also implemented 2nd way but I found javascript the simplest solution).
Why are the actions divided?
I would recommend the following:
driver.find_element(:xpath,"xpath").click()
so it will find the object and click on it.
Another thing you can do, as we doing in selenium with java that put the implicitlyWait according to the time on which your button came back after one rotation; now perform click just after implicitlyWait
driver.manage().timeouts().implicitlyWait(30, TimeUnit.SECONDS);
// Suppose a rotation of button takes 30 sec
driver.findElement(By.xpath("/html/body/div[2]")).click();
// action performs on the element
In ruby you have to use this type of syntax
#driver.manage.timeouts.implicit_wait = 30
I am currently trying to add some content to a tabPane with the method:
tab.setContent(label, combobox);
Sadly this method only allows me to add 1 component to my tab so how do I work around this limitation? Do I need to create a new class and add that stage as a component or is there another way?
Update:
I'm sorry my original question was not clear enough here is a brief explanation:
So I've created my GUI in JavaFx Scene builder and i have created a tabPane where i have three different tabs. All of which needs to contain different things now depending on which button you click on in my GUI i want to change the content of the tabs therefore i need to write the code my self my.
My problem is that i want to add components to my tab manually yet i am unable to because the tab.setContent method allows me to only add 1 component! also i am unable to set the component where i want it to be it kinda stays in the top left corner!
Use any layout manager as content:
FlowPane pane = new FlowPane();
pane.getChildren().addAll(new Label("Hello"), new Label(", world"));
tab.setContent(pane);
Every once in a while I try to add a new data model version, and the menu item is missing. It seems the Editor menu is supposed to change depending on the file selected, and this sometimes doesn't happen. It the past I've randomly clicked, cleaned, built, etc. and eventually it showed up again with me not knowing what happened. Today it seems restarting Xcode fixed it, but I don't know if that will always work. Below are two screen shots, the first showing the wrong menu, and the second showing the correct menu. My data model is selected in both cases. Has anyone else seen this? Is it a bug, or is there some setting or selection I'm missing?
From the color of that file navigator bar I can see that you did not select the datamodel file. You probably were in "Assistant Editor"-Mode and had a .h or .m file on the right side. The active cursor was in the right file too.
The selected file shows a darker shade of gray:
The not selected file uses a lighter shade of gray:
It's important to know that the file selection highlight in the left side bar does not change when you select a different file without using the side bar. Don't trust the sidebar when you are editing files.
Click into the data model file first and your menu will be like you expect it.
Unless your are selecting the menu super fast after selecting the file (possibly not giving Xcode time to swap it out) then I say file a bug report http://bugreporter.apple.com
You should give Xcode a few moments to swap the menu out though to determine what kind of bug it is, if it doesn't swap out after 60 seconds or so then it likely isn't just a performance issue). Make sure to include a system profile as I just checked on my and every time I switched to a data model it changed the menu accordingly.
Does the same thing ever happen with xib files? Any other file types you use that sometimes have different menus?