Is there a way to hide the rotation of the screen in a Unity game with a specific non-rotating ui? - webgl

Is there a way to hide the rotation of the screen in a Unity game with a specific non-rotating ui?
I did a search to try, but couldn't find any related open source.

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SwiftUI: Accessibility sound feedback for a draggable element

I am making an application that works essentially like a simple Drag-and-Drop Playground with the command blocks on the left and a droppable area on the right. I want to make it fully compatible with VoiceOver and I'm running into trouble with some of the accessibility aspects since this is my first Swift application.
This is what the playground currently looks like: (App Screenshot)
My goal is to provide the users with audio cues/feedback while they are dragging the elements to help them figure out what part of the screen they are currently at. The ideal functionality would be exactly like what one uses when editing an iOS device's Home screen (the arrangement layout of the apps).
When trying to rearrange apps on the home screen with VoiceOver enabled, you hear a row/column alert when you are dragging an app over an open area. I want a similar type of feedback that says "Droppable Area" when you are over the correct area (see scenario 1).
When trying to rearrange apps on the home screen with VoiceOver enabled, you hear a sound when you tap on an area that has no app icon. (This also happens when you are not editing the layout and simply tap on an open area with no app.) I want that noise to be what you hear when you drag a command over an area that is not droppable (see scenario 2).
Any ideas on how this might be possible or good references to look at?

How to animate letters/words on screen in different ways

I know How to use/show animated images in ImageView. But I m wondering if this is possible in native iOS and/Or Android that letters of a string can be shown on screen via different shape of animations.
For Example:
Ballons on the full app screen pop and deposit the words of the text/string.
Popcorn in a pan on the full app screen pop and deposits the words of the text/string.
Then these letters/words are moving down to bottom of app screen and placed/shown in some textView
I have searched a lot but found nothing like this in Native environment.
I have found THIS LTMorphingLabel but it is very far from my requirement.
Any idea or direction will be highly appreciated.
Lottie is a mobile library for Android and iOS that parses Adobe
After Effects animations exported as json with Bodymovin and renders
them natively on mobile!
you can have different animation for each lettter
have fun

xamarin forms livecast-like page-inline camera

I was wondering if anyone here knows how to add a camera area like this one(similar to snapchat I guess) in Xamarin Forms (preferably,mainly with XAML)Camera area is suppose to have a livecast & it is going to be on iOS
needed this screen:
I tried Xam.Plugins.Media but couldn't manage to create the needed screen
The media plugin, goes into the platform specific Camera Screen, takes a picture then returns. You can't put extra buttons on the screen in this way.
To get a video feed and manage the capture yourself, you will need to implement a lot of platform specific things.
Android
https://developer.xamarin.com/recipes/android/media/video/record_video/
iOS (Look at the AV samples)
https://developer.xamarin.com/samples/ios/Media/

Phonegap plugin half-screen camera ala Taptalk

I am trying to mimic the half-screen camera as exists in apps like Taptalk. The goal is to have a live camera in a self-contained view on the upper half of the screen controlled by a Cordova plugin, with the lower half of the screen containing the normal HTML-based Cordova content.
I know the standard cordova camera plugin allows you to bring up the fullscreen camera component, and I know that doing this natively, at least on iOS would be relatively straightforward, but I'm really not sure where I would start trying to do this in a cross-platform way within a larger phonegap app (via Ionic).
I'm guessing I need to write a custom Cordova plugin ala this excellent article, but the main conceptual issue I'm worried about is that I think I'd have to use a view positioned and sized to only fill the top half of the screen, as opposed to a fullscreen ViewController (focusing on iOS for now).
Does anyone have any advice for implementing this approach?
I ended up writing my own Cordova plugin, SnapsCamera.
It uses a half-screen-sized view with UIImagePickerController's UIView added as a subview.

iOS App Drawer (like Google Maps App)

I'm making a simple menu drawer for my app and I am curious if it's better to do a CGAffineTransform translation on the mainView to show the drawer, or if I can just change the mainView.frame.origin.x? Something tells me I'm sure that one is better for performance than the other.
Can anybody point me to which one I should be using?

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