How to implement zoom animation for entire scene in cocos2d for iPhone. This should be done by automatically not by the touch interaction.
I have tried with,
layer.scale = x ;
I wanted to zoom the entire scene in few seconds.
Related
I am trying to create a First person view in A-frame using the .obj model of a car.
The camera has been positioned close to the driver's seat, and there is a timed interval in javascript that moves the camera position by doing trignometric calculations and moves the camera accordingly.
Here are two problems I am facing
1) How do you make this smoother? Is there a hook for the render loop in A-frame which can be accessed in javascript? I cant seem to find the documentation for it.
2) When I view the above page in VR mode on the phone ( Android 9), the animation created stops abruptly, which works well in fullscreen mode.
The code for the html is here https://raw.githubusercontent.com/CuriosityGym/VRWithAframe/master/templates/class3-models.html
The example can be accessed here http://cgaframe.herokuapp.com/class3
Thank You!
You have a setInterval that fires every 100ms, animating the car at 10fps. That’s why it’s not smooth. Create a component and use the tick method to animate
In addition, you should not animate the camera directy because its position will be overriden by the headset pose in VR mode. Setup and animate a camera rig
I am new to SceneKit and not able to get a hold of the Xcode Scene Editor. I am doing some research on iOS ARKit which was introduced recently. I created a sample project with SceneKit template. It comes with a default ship.scn.
I deleted this ship.scn and created a new SCN, drag and dropped a sample .DAE model into this SCN. I am able to view the object that I placed in .SCN file clearly with all the textures.
But when I run it in the device, the object appears on top of camera and zoomed in and not positioning properly in the camera frame.
I had to give the position of the object as x: 0, y: -60, z: -60 in Xcode Scene Editor to make it available in the center of the camera frame. But if I do this, the object will always be -60 degree from camera and I will not be able to move/resize it correctly with touch gestures.
Anyone please help me on how to make the object available at the center of camera frame such that the object also supports rotation/resize/movement etc.
I created the scene like below and added it to scene view:
let scene = SCNScene(named: "art.scnassets/Lowpoly_Notebook_2.scn")!
I have used Apple's link as reference for moving/resizing objects.
As orangenkopf quoted, My problem was with the model size. It was huge and hence didn't get rendered properly. When i change the scale of the object in Xcode Scene editor to a minimum value, i am able to view the object correctly and place it anywhere needed.
The best way is adding .dae file into the project and then Editor -> convert to SceneKit scene file format (.scn).
↪️ I want to embed a street view in app so I created a new Project
↪️ Added Street View To Skybox from the asset store
↪️ Imorted a street view from google maps to a Skybox
↪️ Drag and droped the sky box in the scene
↪️ how I do move the camera in response to the touch and mouse moment like a panorama in this example
↪️
1.Unit 3d documentation
2.Unity Touch Swipe Camera Rotation - Touch FPS Controller
3.Street View Convert
4.Street view converter unity 3D panorama
5.Unity3D Tutorial: How to make Skybox 360 single texture
I'd do the following:
Create an empty GameObject called "RotorY" which will be responsible for y rotation of your camera (looking around).
Create an empty GameObject "RotorX" as a child of "RotorY". This one will control x rotation (looking up and down)
Make camera a child of RotorX. (also make sure RotorX and Camera have (0,0,0) position in local space)
Add this script to any gameObject and assign rotorY and rotorX to the slots (while experimenting I ended up writing this script, lol)
EDIT January, 2017: added 2 lines in the code to make it work with unity 5.5
I'm developing a 2D game in Unity (Version 5.1.2) which has an animation.
The animation is generated by flipping through the sprites in the sprite sheet.
My problem is that the animation is playing as it should in the "Scene View" but not in "Game View".
I normally create animations by using the sprite editor and then drag & drop all the sprites on the screen (Scene View).
It creates a Sprite Renderer to switch the sprites but I would like the Image Component to flip through the sprites. It seems like only sprites in the Image Component is being displayed in the "Game View".
Is there any way I can get some assistance on this please.
Its really strange that you are only seeing that in your Scene View. If the animation is your default animation? Otherwise, make sure that you are sending the right parameters to your animator. A good way to test it is opening your Animator windows, checking all transitions, and manually filling the parameters to see how it works wile the game is running. Also, check if the transitions between animations has exit times and transition durations, and disable them.
I'm trying new unity 3d options for 2d games. I'm trying to create background that changes depending on actions i made. So if i press button one i get sprite one as background and if two i get sprite two. Since I have 32 options, I figure out the best way would be to have an Animator, that changes frame depending on button click. So i created animator and animation. But the problem is I can't set time to where to stop animation to show selected frame.
I'm trying like that:
Animator ani=background.GetComponent<Animator>();
ani.animation["field_back_anim"].time=0.5f;
ani.speed=0;
But it fails at second line with that error:
MissingComponentException: There is no 'Animation' attached to the "background" game object, but a script is trying to access it.
You probably need to add a Animation to the game object "background". Or your script needs to check if the component is attached before using it.
However if I do no code the animation just plays trough all 16 frames. So i gues there is animation after all.
On the background GameObject I have 2 components first is sprite renderer and second is animator. When I open animator in Animator view i see there green rectangle saying Any state and yellow one with "field_back_anim". I don't get what i'm doing wrong.
I will also except any other solution that does the following.
Thanks!
The animator component is used to control transition between many animation clips. If you're going to playing an animation clip on a gameobject, an animation component is proper, not the animator. Remove the animator and add an animation component to your background gameobject in the inspector. If you set animation property to field_back_anim, your gameobject will animate well. Manipulation codes should be changed like below.
Animation ani = background.GetComponent<Animation>();
ani["field_back_anim"].time = 0.5f;
ani["field_back_anim"].speed = 0;