It's possible to reference a texture atlas using level editor or it must be done in code?
For example I have an atlas foo.atlas, when I am creating a node in the level editor I want to set this atlas as the texture for my node.
If I understand you correctly, you just need to set sprite's texture properly. In scene editor, select your sprite and choose a texture from dropdown menu:
This will work for either, textures stored in assets catalog, and textures stored inside .atlas folders (the old way for creating atlases).
EDIT:
You can use Action editor to create complex animations using actions, and have the immediate preview. Also, simple animation with textures can be done using this editor.
To do this, find AnimateWithTextures action from Object Library and add it to your node (just simply drag it).
Then select the AnimateWithTextures action and open the Media library (the Media Library is the button to the right of the Object Library button). By selecting the AnimateWithTextures action, you will be able to modify it, and a window like this will show up:
Then just drag textures from Media library to the area which says "No Images", set a delay and you are good to go. If you want to make an animation infinite, or to play it certain number of times, you should click on "repeat" icon which will show up when hover above the selected animation (animation should look blue).
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Can someone advise what tools should be used to implement such a task ?
We have a virtual avatar in our application, whose settings allow us to change its equipment / inventory. When you change the equipment in the settings, the new avatar skin is displayed in the application on different screens already with new items (it can be weapons, clothes, shoes and other things). At the moment we use Lottie animations for this, in which we edit json nodes from swift code, but this is too heavy from performance and smoothness point of view
Is there any way to do a similar 3d character editor without using tools like Unity ? I'd like to avoid a long transition between the ios app and the Unity scene load
I know of several apps that, for example, let you edit the colors of objects (like seven, in which you can change the color of the character and his clothes) or their configuration. Is it possible to implement this with SceneKit ?
This is probably really dumb. I've been playing around with SceneKit Editor. There is a bunch of actions in the Object Library. How do I use them? I've been dragging them to all possible nodes, stuff in scene, I even tried to place them in code. Nothing. They always snap back to the Object Library. I added a screenshot so we all know what I'm talking about.
In the lower part of the scene editor you can open the action editor. After selecting an node you'll be able to drag and drop actions in its timeline.
You can find a demo of the action editor in the "Enhancements to SceneKit" session.
I've been creating a Sprite game in swift using the Sprite kit. I've declared the project to be of type game. I've created a folder an appended .atlas to the end of it. I've added this folder to my project. The variables I create for an TextureAtlas work great however all the images appear blank inside the folder and the actual sprites have the white box with a red arrow inside. I've seen many tutorials on how to fix this, and the final thing I have yet to do is enable the texture atlas in the build configurations. When following the apple documentation they say enter "sprite" inside of the search yet nothing appears. I've also seen people say to enter something along the lines of "SPRITE_TEXTURE_ATLAS", but still no to avail. If anyone has any advice on how to set this up that would be greatly appreciated.
Apparently the actual atlas folders had references to the images outside of Xcode causing the pictures to not load correctly at compile time. This is what caused the default white box with an X to appear.
I would like to animate using Adobe Edge (html5). I would then like to proceed to import my animation in Xcode for an iPad app (IOS 8). I will be using Objective-C for this project. Is there any way to do so?
If not what are my alternatives? Keep in mind I want to animate using some sort of GUI application.
I think it depends on what sort of animations you want to create and how they will be used in your app. One possible way is to integrate the SpriteKit library into your UI, which can be useful for making animations or interactive artwork in your UI.
If you go this route, you can create an animation as a movie clip symbol in Adobe Animate. (Adobe Edge Animate has been discontinued and effectively replaced by what is currently called Adobe Animate). Then right-click your symbol in Animate and select Export PNG Sequence. This will produce the frames of your animation as PNG images, which you can then animate in your app using SpriteKit. Animate can also export art assets as a sprite sheet or texture atlas.
You would need to get familiar with the SpriteKit library to go this route. As other users pointed out, there are alternate approaches you could take.
The only way I know this would work would be to use a webview in your ObjectiveC code. Then you would point your web view to the local HTML/JS files generated by Edge Animate. Basically this is how Cordova does things.
You could user alternatives like Phonegap, or create your own UIWebView and charge the www folder.
am creating custom live tiles by updating the text in a 173x173 XAML control, then using writablebitmap.Render to create a JPEG. Finally, create StandardTileData, set the two images, and put them on the correct tile. Works most of the time. Actually it always updates fine. But once in a while when a new tile is created, or deleted, the image is corrupted. The text is all mushed on the left side of the tile and there is no background color.
Any ideas what could be happening? It's not a background task as that is disabled. Something to do with the system scanning the newly created jpegs while I'm trying to set the tile data?
thanks.
found solution here
rendering usercontrol live tile windows phone
Obviously a system bug.
calling UpdateLayout before and after each measure and arrange call