Minecraft PE Item addon - minecraft

I was trying to make custom item in minecraft pocket edition i tried everything correctly but didn't worked, the addon successfully get installed in mcpe but doesn't show the item in game
here you can check the addon please help me fix it

I think the entity will show up without experimental gameplay if you just use 'is_experimental:false'.

Related

How to configure MOCP mapping and Expression with metahuman and Live Link

as my title says I am having trouble mapping face data from the Live Link app to a metahuman.
Here is what I have done so far:
Created a UE5 project (Film/Video & Live Event)
Imported a metahuman (custom-made) into the project
Added required plugins to project (Live Link, ArKit, Apple-etc)
Connected Live Link mobile application to local network
Set the metahuman's animation controller to the Live Link feed
Calibrated the Live Link data within the Live Link application
The problem I am having:
Parts of the face are not responding at all (ex. metahuman's right eyebrow does not respond to me lifting my left eyebrow).
The left corner of the mouth seems to be stuck (ex. when I try to open my mouth, all points respond except for the single point stays where it is).
The mapping/naming of facial components seems to be mirrored/off/labeled wrong (ex. if I was to wink my right eye this would result in my right eye closing and my right cheek pressing upward. On the metahuman, the left eye would blink and the right cheek would raise.)
These issues are very frustrating as I can not seem to get past this basic calibration. I see online people using these same tools and getting results with the metahuman's facial movements that are really clean. Is there something I am missing? I know that after the metahuman has been calibrated, I will create sequences, am I supposed to be modifying these value there? I am not sure... I have commented on every video I can find and I have posted this question in the Unreal Discord (here) with basically no help.
Note: I don't need a full solution, I just need to be pointed in the right direction! Please let me know if there is anything I am missing in my setup or calibration workflow.
thanks for reading.
Had the exact same problem with a customer project, and the issue was it wasn't using the correct animation blueprint. Once we switched it to the correct animation blueprint for LiveLink the issue was immediately resolved. I remember that exact same facial expression - sorry as I know this was a frustrating one for the customer as well.
It seemed that I was doing everything right. After upgrading from 5.0.3 to 5.1 the issue stopped completely.

Can't Open App After Installing From Google Play

My application i cant open it from google play, even test from another device, its same isuue.
i faced same issue when i was beginner in Android studio.
its look like you missed something in your app Manifets.
, Make sure you add all (activity/permission's) in Manifets.xml
if not work let us know more.
in the end dont forget to (update/upgrade) your new version in google play.

Remove the Rotate icon in Syncfusion WinRT Diagram

Hi, I need to develop an WinRT app with XAML and I'm using Syncfusion's library for that. Whenever I click on a node the resizer appears along with the rotate icon. I removed all the QuickCommands but the rotate icon won't go away.
Please note that I am using the SfDiagram inside a custom control. Thanks
We are glad to announce that our Essential Studio 2015 Volume 1 is rolled out and is available for download under the following link:
http://www.syncfusion.com/forums/118723/essential-studio-2015-volume-1-final-release-v13-1-0-21-available-for-download
Feature Information:
Requirement: Remove the Rotate Icon from Node
We have provided support to achieve your requirement in our Essential Studio 2015 Volume 1.This requirement can be achieved by using SelectorConstraints property of ISelector. We have provided code snippet to represent this. Please refer to the following code snippet
Code Snippet:
(DiagramControl.SelectedItems as ISelector).SelectorConstraints = (DiagramControl.SelectedItems as ISelector).SelectorConstraints & ~SelectorConstraints.Rotator;
Here, DiagramControl is the instance of SfDiagram.
We thank you for your support and appreciate your patience in waiting for this release. Please get in touch with us if you would require any further assistance.
Regards,
Syncfusion Support Team

Can't see public leaderboard from google play

This issue is bugging me for some time. Im using a plugin with google play services, and i'm missing the button that switch from public to circle leaderboard. this is not only on my apps, but every aps in my device. I did manage to see the button yesterday after upgrading to android lollipop, but its missing again!!!! I cant find any answer to this matter. if someone could shed light on this, it would be great! Please help!!
If your leaderboard dosent support the android language you wont be able to see the "social-all" toggle, or the public leaderboard.
To fix this you must add the language to the service.
In the console, go to Game services, select your game,go to Game details,click on Manage translations and select Add translations.
Make sure you add Display name to each language you added.

Migrating Widgets in Telerik Sitefinity

I fell into a project where my task was develop some widgets in Sitefinity 4.4. I've found a lot of documentation on how to create the widgets using the Site Manager and all that has gone really well.
Now, I have the widgets set up in a test environment and working well with some test pages. I'm trying to figure out how to deploy the widgets to the production server without re-doing all the work there. I just want to move the widgets over - I don't need or want the pages. I have gone through a lot of the Telerik documentation, but have been unable to find anything about deploying like this. Has anyone done this before?
Thanks!
did you develop these widgets as compiled controls (dll) or simple user controls (.ascx)?
The process is mostly the same for either. the dll goes in the bin folder whereas a user control gets uploaded to the website folder somewhere. then you simply register the widget in the toolbox.
here is the documentation for how this is done: http://www.sitefinity.com/documentation/documentationarticles/adding-controls-to-the-toolbox
The only difference for a compiled dll widget is to use the fully qualified name for the ControlType instead of the path to the user control.
After registering the widget it should be available to drop onto any page.
Hope this is helpful!