I am trying to integrate any gaming kit (like scenekit or sprite kit) inside my utility based single view application , so is it possible to integrate any game kit with single view application what is the approach to start integrating game using objective c/swift. i can develop simple games using UIKit framework, but i want to try more interesting things in my apps. so what is the best option to integrate gaming in single view applications.
Thanks for your advice
To answer this, Yes you can. All it takes is adding a view to your view controller, giving it the custom SKView class, then inside of your view controller code, use the view that is attached with the SKView class to present the scene that you want to be working with.
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I am currently looking for some way to display either a window with a Unity game or a fullscreen Unity game with swift UI elements added on top of it. Has anyone done this before or know if this is possible?
I haven't yet tried anything, currently just trying to pick out my tech stack for this project and see if its possible in any stack.
Yes, Unity has ViewController for rendering game scene.
You can get UnityAppController how call unityFramework.appController().
UnityAppController can used as such as other ViewControllers.
It also work by using UIViewControllerRepresentable in SwiftUI case.
This technique called Unity as a Library.
We have a project based on the swift based ARKit example Capturing Body Motion in 3D from the WWDC 2019. And we have a React Native app using native swift components, following the great instructions from Swift in React Native - The Ultimate Guide. Now we want to implement the view from the ARKit example as a react-native component, but I just don't find out how to do this.
The ARKit example uses a UIViewController with ARSessionDelegate, which means we have to wrap more than a simple view in the component.
I found some answers on how to present a native UIViewController in React Native, but could not translate this solution into swift code and could not get it to work with the ARKit example. Does anybody of you have an idea how to wire this up?
Ok, I understand it by now ;-)
In the example Capturing Body Motion in 3D all functionality is implemented in the UIViewController. We do not have separate UIViewController for each component in react native, we have RCTViewManager instead.
We can create our own View class, based on ARView and move the ARSessionDelegate from the UIViewController directly to this new view, including the session method and all corresponding parts.
An instance of this new View van be returned from the RCTViewManager and voila, it works!
My app layout is too complex to work with auto layout. I wondering how to create different scenes within a spritekit template in order to customize and ensure the game will look properly on every device. In a single view application this is easy because I only have to use multiple storyboards. While using sprite kit however,there are scenes and I was wondering how to go about creating the game for every individual screen as opposed to using auto layout. What should i do?
Sprite Kit scenes are presented by a special kind of UIView, SKView, and do not use Auto Layout. Only UIKit does - Auto Layout handles the arrangement of UIViews.
Try looking into Xcode's Level Editor (which is like Interface Builder, only for Sprite Kit). I've found a Swift tutorial which might be appropriate. Try playing around with it for a little bit.
If you would like a more specific answer, please be more specific about the screens/methods you are planning on using.
Is it possible to develop an app mixing UIViewController and iOS specific API elements with Cocos2D views?
A Cocos2D app runs on a UIView and hence I guess it is possible to switch between one view (Cocos2D) and another (iOS), is this correct? Are there any good examples of apps doing this?
The core idea is to develop some graphical animations using Cocos2D and others using UIKit.
Actually you can add any UIView as a subview to CCDirector.sharedDirector().view anytime in a Cocos2D running app.
I bet the only reason you really should mix Cocos2D and UIKit is for creating menus and other UI in UIKit and run game scene using Cocos2D. To do that you can simply find a place where Cocos2D is initialized and replace it with your own UIKit things and then anywhere you want you can run a Cocos2D scene using the code you had replaced. If you want to do that the method you are looking for is
- (void) setupCocos2dWithOptions:(NSDictionary*)config
Maybe consider using SpriteKit since it won't increase the footprint of your app and is already in a very usable state. It uses the same concepts as cocos2d which makes it very easy for you if you know cocos2d already. Also it fits better in the UIKit environment.
i wanna ask you about how to display a 3d model exported from blender/3d max/maya and interact with it on iPad app.
I wanna load a 3d human head into my UISplitViewController Detail View
the head will be rotated, and when i came over the noise for example, i wanna it highlighted,and when i click it, it take me to another UIViewController.
I've searched about it and i came up with using HTML5, but it's hard to use.
I've came up with using Cocos3d and other engines, but how i can use it in a normal app, not a game.
can you please give me a hint about where i should start ?
Any help will be appreciated.
I've found an engine called "isgl3d engine" that have a powerful capabilities and easy to use in your iPhone/iPad app.