I would like to controll movement and rotation ans cant seem to find an answer. Im working with 3.4 Unity
Try the good unity tutorial "Penelope". Is a good introduction for characters control.
Penelope Tutorial
Related
I have downloaded from asset store a 3d model that comes with some animations.
At the instructions they gave was to create an animator controller and the animation could be used. I'm beginner using unity and just create and put de animations in animator controller don't make useful, I can't control time, distance of an avatar walks... somebody can help me?
There are several things you need to learn before you can animate your character.
Using the animator controller
Using the animation view
Basic animation scripting
Unity had conveniently created a comprehensive tutorial on this subject, so beginners such as yourself could learn how to use the program. The link is below:
Animations Tutorial
An open question to the three.js community.
As far as I know, the Three.js framework has different "enhancements" like OrbitControls.js that allow us to use the mouse or a touchscreen to explore a 3D scene.
Now my question:
Is out there another "enhancement" for Three.js that allows the usage of joysticks, gamepads or 3D mouses?
If not, how easy or difficult do you think it can be to implement their functionality?
The link by juagicre is useful.
Here are some more
This one checks that signals from your connected gamepad are being received:-
html5gamepad.com
html5rocks.com gamepad tester with image
stemkoski html5 demo
stemkoski THREE.js demo.
html5rocks tuorial
I just picked up a cheap unbranded USB gamepad in a thrift shop today. Using Firefox 38.0.5 or Chrome 47.0.2526.58 beta-m) it works for (1) and (2) but not yet for (3), (4), (5).
The official THREE.js website Examples does not seem to include a gamepad example (look in the section /misc).
Here is some info regarding the gamepad state in the web.
Looks like nowadays there is still a way to wait until this gets widely supported.
Have fun!
I've been working on a new game, and I just put in my first animation, an explosion.
The problem is this. The explosions spritesheet is 1200x100, made up of 12 100x100 frames.
The explosion animates fine EXCEPT the origin is behaving strange. I want the explosion to be centered, so I specify 50, 50 as I've done on previous games in the past. This centers in the Y direction but in the X direction its only moved slightly.
After some fiddling I noticed that if I put the origin as 600, 50 (half the spritesheets width) it centers correctly. This makes no sense. I've used this animation code before and never had this problem. I've ensured the values are all being passed correctly, and the destination and source rectangles look to be correct... I am STUMPED!!
I tested Monogame and there is something going on between XNA vs monogame.
I've made this sample for anyone whos interested to download and inspect for themselves.
As you'll see, in the XNA version the black dot is in the middle as it should be, but on the monogame version its way off center.
Not sure whats causing this. Rectangle or spritebatch.draw differences? or perhaps its the way the textures are processed using the monogame content project. Any help is greatly appreciated!!!
To run this you'll need xna 4.0 installed as well as monogame 3.0
http://www.filedropper.com/testanimation
http://monogame.codeplex.com/releases/view/102870
Well I've figured it out!
Seems it was a problem with the content builder in the 3.0 monogame release.
Today the 3.0.1 release came out, so I uninstalled 3.0 and installed 3.0.1.
I then ran the project, the problem still remained. So i opened my content project, rebuilt all my content, copied over the files and tries again, problem solved!!! :D
TY Dr. Asik for spurring me into the right direction! :)
I have created an augmented reality application using Monodroid and it works fine on a technical basis. However, the graphics I used were drawn on a canvas and are really too slow.
The application is a simple heads-up compass and speed display a-la luke-skywalkers binoculars.
I am trying to get a camera preview going with an openGL translucent/transparent overlay and yes, I have read whats available but its all pure Android SDK / Java.
Does anyone know of a method of getting this effect in C# and Monodroid possibly using the AndroidGameView? Whatever I do I can see one or the other but never both at the same time.
Unhelpful jerks are a pleasure to work with.
http://bobpowelldotnet.blogspot.fr/2012/10/monodroid-camera-preview-as-opengl.html
I'm trying to figure out how to implement pinch-to-zoom functionality. My problem is I'm not sure how to do it algorithmically.
I have the pinch positions of both fingers and the amount they've moved since the last frame. At first I tried making the pinch amount the delta of the distance between the two fingers however every way I've done it around this concept has been unyieldly.
Even if I manage to get the pinching working semi-decently I still have the problem of the zoom direction and how to make the image zoom in on the center of the pinch area...
Is there a proper way of implementing such functionality?
I also recommend reading this, a really well implemented "gold standard" pinch:
http://adtsai.blogspot.com/2010/09/pinch-zooming-using-xna4-on-wp7-getting.html
It also makes reference to a pinch to zoom add-in so you can test pinching on the emulator with just a mouse.
What you want to do is use the built-in gesture API (specifically Pinch and PinchComplete). That way, you can take advantage of the heuristics that the xna/wp7 team has already built in. Your app will feel "more native" this way because it will react like the rest of the OS in reaction to a pinch gesture.
Nick Gravelyn has a great intro to the gesture API here:
http://blogs.msdn.com/b/nicgrave/archive/2010/07/12/touch-gestures-on-windows-phone-7.aspx
I found few links of 3rd-party solution...
1) Dual-Touch SDK for Resistive Screens V1.0 Beta, Rotation Alpha
2) SciLor's HD2 / Leo Multitouch .NET CF DLL
I tried using Dual-Touch SDKs which were working fine for Resistive screen mobiles but not for Capacitive Screen mobiles.