I want to show navigation guide(tell user to move left or right if node is not visible). And for this I am using this code sninppet to check if node is present in camera or not
renderer.isNode(pathNode, insideFrustumOf: navigationNode)
Most of the times, it is working fine, but when object/node is on the ground(i.e. near foot or even little behind your foot) and not visible in camera, it still returns true. Is there anything I am missing or Anything can be done to make experience better?
After some more debugging, I found out its the 3rd party library I am using for creating custom geometry scene node is at fault, Function works well.
Related
I am making an ARKit swift app, and have followed this post on how to apply a mirroring effect to the camera feed. However, I've run into a couple problems. First, the mirroring effect stops after a while. This often happens when the images I am searching for come into the frame, but also happens when looking at something totally unrelated. The camera simply reverts back to the default, unmirrored view, and does not go back to the SCNTechnique mirrored view.
I have been able to conclude that this is not happening when the anchors are placed in the world, since the code is not executing those lines when the mirroring effect reverts back. Is there a way to stop this from happening and make sure the mirroring SCNTechnique remains? I am unsure if this is simply a hardware limitation of the iPhone 11 that the app is running on, or if there is an issue with the code.
Also, whenever the image reverts from the mirrored effect to the default camera feed, the world tracking is severely screwed up. The coordinate axes that are placed in the view essentially just move around with the camera, and do not seem to be attached to any specific place. Is this related to the above issue, or would this be a separate problem with the code or implementation?
I am using the MessageKit to create a real time chat in my Swift App. One issue I am getting is, I want my chat from the user to be on the left, and the chat from the person they are talking to, to be on the right. As of now this is flipped, and I am unsure what function that is being set in, or if this is just default and there isn't a way to change it. I see functions for changing the direction of the bubbles, and avatar location but nothing to quickly fix which side each new message goes on. Can someone help me figure out this issue. Here is what it currently looks like:
But instead I would want the second image to be orange and on the right side, and the orange text to be silver and on the left side. Thanks!
I feel like this should be a quick fix, I am just unsure which like function likely part of the deleagte that I can change, as it is my first time using this messageKit library.
Not sure if this will fix everything but on MessagesDataSource protocol there is isFromCurrentSender
just reverse the return from that and I believe that most of the components use that function for layout.
I downloaded the latest iOS package from vidyo.io and have successfully built my application integrated with the Vidyo libraries and using the VidyoConnector API.
When my app first comes up, I was very happy to see that a preview video appears on the screen just where I’d expect it to be! However, when moving the view to a different location, the video did not render quite how I intended.
The video did move to the x/y position on screen that I’d hoped but the size did not adjust to my new view dimensions. Then I found the VidyoConnectorShowViewAt API call and that did indeed resize my view but the positioning of the video then was off.
Is this the correct call to make when moving and resizing a view? Does anybody have any ideas what I could be doing wrong? Any help would be appreciated.
Sounds like you are pretty close. If you are just moving your view to different coordinates without resizing, then no API call is necessary. But if also resizing, then indeed use VidyoConnectorShowViewAt. My hunch is that your coordinates that you are passing are off, as x and y should be relative to the view itself and not to the main view. So try passing 0 and 0 as x and y and see if that helps.
I have a simple RN app, when I call navigator.push({...}) to navigate to a different scene, the current scene slides out towards left, and the new scene slides in from right. The problem is the current scene slides much slower (seems it only moves about 1/4 of the screen width) than the new scene, so the new scene actually catches up and overlaps with the current scene before the current scene disappears.
Any idea on how to fix this?
RN version: 0.34
Navigator (not NavigatorIOS)
I am running the app in simulator.
Thanks in advance.
When testing animations and performance you should ensure that you are not using chrome debugger or devtools. The reason it is slow is because you are running the app JavaScript on a completely different machine and there is a lot of overhead to passing messages back and forth.
https://github.com/facebook/react-native/issues/5632
You can also set Development mode to false and see if it makes a difference.
JavaScript thread performance suffers greatly when running in dev mode. This is unavoidable: a lot more work needs to be done at runtime to provide you with good warnings and error messages, such as validating propTypes and various other assertions.
https://facebook.github.io/react-native/docs/performance.html
OK, I figured this out and it's my own fault -
I turns out the scene on its way out is supposed to move about 1/4 screen width. The scene on its way in 'catches up' and cover the scene on its way out.
My problem was that my second view does not have backgroundColor set, so it became transparent so the content of both scenes 'blended' and looks wrong.
In our project we are developing an architecture based on plugins.
Each game is set up as a separate plugin and is responsible for establishing the right environment (SceneManager, SceneNodes, Entities, Lights, ...Cameras,..)
In our last game using a charger scenes, each scene is set up as a separate file (format .dotscene) with all resources defined graphics.
Within this videjuego CEGUI configure as GUI and this works flawlessly. But to go out and load another game we found CEGUI strange behavior .
The cursor position is updated fine but the icon above position is not clear screen, this causes it to accumulate on the screen
[Sceenshot 1] https://www.dropbox.com/s/6kuw0yat7r4s2as/ErrorCEGUI.png
Any idea of the cause and how to fix it?
Very thanks,
Miguel
Solved!
For some internal bugs we were creating additional cameras and CEGUI does not work correctly.
After removed those camera and leave on 1 camera and works!