Particle system ONGui() - Unity3d - user-interface

I am developing a game in Unity3d and I have some scripts which uses OnGUI() method and they are attached to my GameMenu object. I need to play a particle system on the scene while the GUI scripts are active. When I do that I cant see the particle system because OnGUI method is disabling my MainCamera and is on top of everything on the scene.
So is there a way to play particle system in front of OnGUI() method ?
This is how my scene looks like:
On the red marked area, I want my particle system being played to underline the selection. But the whole menu is designed with OnGUI() method and my particle system is playing behind where I cant see.

Avoid using OnGui it's pretty deprecated. Unity supports this feature with its new GUI system. However, using OnGUI it is not possible (without using 3rd party tools).

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How to change the camera in three.js / editor using only scripts?

How to change the type of camera used in three.js/editor? I want to do this using scripts, and not using the add camera button (Add → Orthographic Camera). I try to announce the camera again, but I can't. I'm trying to check the view of the main camera using the function (console. log(camera)) — the console shows that the camera has changed. But, when you click the PLAY button, the view remains the same as it was. Thank you for your help and feedback, I am very grateful for this!
It is not possible to do what you are looking for since cameras are handled within the editor. You can't use scripts to change the type of camera used for rendering.
In general, there is no full support for orthographic cameras in the editor. For example the editor's controls only support perspective cameras as well as the app player that playbacks exported/published applications. However, there is a feature request at GitHub that tracks the improvement of orthographic camera support:
https://github.com/mrdoob/three.js/issues/16008

What is the better form to animate on Unity 3D?

I would like animate a object similar 3D sequence diagram using Unity 3D. I don´t know what is better form to animate, if Animation or Animator...
So, I do a preview on Power Point https://youtu.be/tgfPIT47xGY
Animation vs Animator:
The Animation component is an old component used for animation in our legacy animation system. It remains in Unity for backwards compatibility but you should not use it for new projects. Use the up-to-date Animator component instead. SOURCE
Use the Animation Editor View for this.
To animate Game Objects in Unity, the object or objects need an Animator Component attached. This Animator Component must reference an Animator Controller, which in turn contains references to one or more Animation Clips.
When using the Animation View to begin animating a GameObject in Unity, these items will be automatically created, attached and set-up for you. SOURCE
Though slumtrimpet is obviously right, I can't see why you might need animations to create something like the video you shown. Why don't just use sequential instantiates with the help of coroutines or simple timers?

animation not playing unity

This appears to be such a common problem, that finding answer to my specific case is near impossible, because of the amount of noise in google or forum searches.
I have imported object to unity from blender. This objects had smaller objects inside it. Those smaller objects have animation on them, which was created in unity. If I open the animation window (Window->Animation) and press play - I can see correct movement of an object. Animation is set to play automatically in inspector, culling type is always animate. If I play the game however, animation does not play. Why?
add the animation to the main object, then animate the smaller object...
you have to put animation component to main object, then animate the small part...
it is important...
it should work
I Could not find any unity inspector based answer. For now, the best option I have is to create new script, and in update() check if the animation is playing. If not, play it. Very inefficient, so to whoever might stumble upon this post in the future, I suggest you try to add this.animation.play() in setting up part of the script.
I know it's kinda late, but this is for others having this same issue.
Animations in Unity have types (2 of which I know).
Type 1 can be attached to an object using the Animation Component.
Type 2 can only be used in Animators (Mechanim).
Animations imported with FBX files are type 2 (and as far as I know, animation type in FBX files can NOT be changed), so they will usually not work when attached directly to an object with "Animation". They should be used with Animators and Animator Controllers. Just create a New Controller and add the animation. It will become the default animation state and play automatically.
If you want it to loop, click on the FBX asset, and in the Animation tab, choose Loop Time and click Apply.

animation in cocos2d

I'm developing a game using the engine cocos2d. How to use this engine to create an animation similar Fireball (when the flaming fireball bounce off the screen and leave a trail of smoke behind it.) ?
try using a particle emitter like the one at http://particledesigner.71squared.com/

Best way to animate a circle moving around a screen in Qt?

If I wanted to, using Qt, simply have some circles move around in a white box, or a graphic, what would be the best method of this?
Would I need to draw white/the graphic behind where the circle moved from every time? Is there a simple way of accomplishing this in Qt?
Create QGraphicsView object to your widget and added a QGraphicsScene to view.
Add a QGraphicsEllipseItem to scene
Use QPropertyAnimation to change the "pos" property of the ellipse item.
If you need more advanced features, you can build your own animation class on QPropertyAnimation.
enjoy it:)
Update: You can read Qt's Next Generation UI for more information.
Subclass a QWidget. Start a timerEvent() to animate the positions of the circles, then call update() at the end to schedule a repaint of the widget. Override the widget's paintEvent() - in there you draw your background and circles, using a QPainter object. The Qt Assistant has examples of how to use QPainter.
Qt also has a new animation framework that may facilitate something like this, but I have not looked into it.

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