Create shared UI in a different scene with Unity3D - xcode

I come from an iOS/OS X background and now use Unity3D a lot.
I would like to know if there is a way to create a UI in a separate scene in Unity and include that UI in multiple other scenes? Much like loading the same view from a xib in Xcode.

Turns out there are quite a few ways to do this (see comments on question).
Prefabs
DontDestroyOnLoad
SceneManager additive loading (my choice).

Related

How can I create a desktop GUI application similar to Blender or Maya?

I would like to create a customized Graphical User Interface Window similar to Blender or Maya GUI window. Please refer this below image:
How and where to begin with to design and create a customized GUI window similar to Maya / Blender UI window. Please refer the below image which has video / image preview option and floating buttons and menus:
Being a student, instead of using other desktop GUI applications for 3D purposes, can I able to create a Graphical User Interface window similar to Blender / Maya.
Is it possible to create a Desktop Graphical User Interface application? If it is possible then how to begin with to achieve this?
Blender has custom GUI tooling that uses OpenGL. You could try learning OpenGL (or Vulkan) and start rendering things, but you should know that creating a GUI library will be a huge challenge. You'll need to think about things like dealing with keyboard input, font rendering, text selection...
You'll likely save a lot of time by using an existing GUI library that has solved these problems already, like Qt, Flutter, GTK+. Or you could use the code in Blender, but I'm guessing that it will be harder to find good documentation and community support since it's an internal library.
Desktop applications are usually developed in languages like C# and C++, mostly in any software like Visual studio. Since you need a graphics software, you need a render engine somewhat similar to Blender. Try using OpenGL, or any other render engine of your choice, with these former methods, I mean to combine both the idea of "rendering" and "programming"....It's all about inspirations and ideas!
Imho, it won't be an easy task. If you are ready to take up the challenge.
Dear Imgui will be good starting point.

Creating An Interactive Timeline

I want to build a 3D design program, just like tinkercad. However in this program user can create keyframes and play animation through a timeline in UI.
This is nothing new, many desktop applications can do this (e.g Blender, 3DSMax, AfterFX...). However, I couldn't find an example project or anything that comes handy in documentations. Is it possible to make it happen in three.js?
Have a look at GreenSock's GSAP, it is a general purpose HTML5 animation library, which can easily be applied to a three.js project. This is a tutorial about creating Timelines using GSAP
You might also want to check out the Under Neon Lights editor which uses Frame.js

layer control in iWatch using Xamarin

Is there any way to layer a control on top of another. I wanted to put one label on top of another to build out a word. I am using Xamarin Studio and programming for the iWatch, watchOS2.
Unlike UIKit, there is no z-index, or hierarchy, in WatchKit for views. As far as I know, the closest you can get to this is to use a WKInterfaceGroup with a custom background. The hard way, which may get you the result you are looking for, is to render an image and display it.

UI rendering issues with Segmented Control

I'm working on a simple app to learn Cocoa and I've encountered a little rendering bug with the segmented controller.
As you can see here, the view does not display fully opaque. I've looked around to try and find a solution to this to no avail. I did at one point think that maybe this control wasn't supposed to be used in this way but a quick browse through the system preferences yielded several views using this technique.
The control you are looking for is actually NSTabView. Docs here:
NSTabView

How can I create an iOS-style toolbar in my Mac Cocoa application?

Several iLife '11 applications on the Mac use iOS-style black toolbars. For instance, the toolbar at the bottom of this screenshot of iPhoto:
(source: pocket-lint.com)
This sort of look is available in the iOS SDK as "UITabBar."
I am wondering if there is an easy way to achieve this in my ordinary, non-iOS Mac application. If not, what would be the best way to go about creating this effect?
There's nothing that will give you this view out of the box. You'll need to build it yourself.
The simplest method would be to create a custom view with a gradient background and place monochrome buttons in it.
Better would be to create a set of classes similar to NSToolBar that handle positioning, highlighting etc. Even better, build it and then open-source it :-)
However, you'll have to build it yourself. Apart from NSButton there's not much that will help in the pre-existing objects.

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