I imported a main menu scene from unity and after dragging the prefab into the scene I realized everything was missing. My hierarchy was the same and everything was in place but none of the meshes would render. The main menu prefab has a camera in it so I changed the depth to be below to no avail. Ive been talking with the creator of the asset and he says its a glitch with unity, something to do with additive loading. Ive been trying to fix it for like a week now and barely anything has changed.
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I want to make some simple tutorial in my game by showing pop-up animation. My problem occur when moving sprites get out of the tutorialView but keep being rendered. I need to show just those parts that are on the animation view.
I need to hide the white "path" which goes out of the tutorial view
This is what happens
It was actually very easy just took screenshot of the screen and cropped the middle so that I could put it in front of the tutorial and everything that went out of it was hidden underneath.
I am creating a grid of icons in Objective C / Xcode.
Is there anyway to re-create the iPad Home screen, the one filled with a grid of icons for each App you have on your iPad.
What I am most interested in is reproducing the effect on the icons when the device is rotated. On rotation, a new grid icons (which matches the new orientation) swings around to the right orientation, and the icons themselves transform (I'm guessing its an alpha fade from one icon to the other) into the new icon that would appear at that position.
Ive looked at this SO question, and also at this blog. But I am wondering if there is a class (hopefully one developed by Apple, but third party solutions will do) which recreates this effect?
If there isn't such a class, can anyone suggest to me how I would do the icon transformation effect whilst the screen is swinging around to the correct orientation?
iOS 6 offers a class called UICollectionView that handles the creation of these grids for you. The API is fairly similar to that of UITableView and allows you lots of control for customization.
Check out the UICollectionView class reference, as well as this introductory tutorial.
i am migrating my iOS app onto mac. the loading time is a bit long (around 5 seconds) thus i need a splash loading screen (Just like Default.png image for iOS) but the project made from cocos2d template just shows a white screen. not sure about other apps. so is there anyway to set it?
I know that the screen size is not fixed on a mac app. but i have set a default size. and use auto scale in case of full screen mode.
EDIT:
I have tried a light weight loading scene as well but failed since the MainScene itself is light weight as well. I think the major loading time is due to the cocos2d environment set up.
In OS X a window appears when the application launches, it's not designed to use splash screens.You might want to reconsider that choice.
But if the window is still to slow to load or to display its contents, you can still do that but manually, it isn't easy like in iOS.You need to display another view inside the window until it loads.
EDIT
A little more of context: for example you can set in your xib file an image view containing the image do display.
Then you make start another thread that loads all the content that you need.After this, run a selector on the main thread that updates the window.
Based on my tests in Cocos2d 1.0.1 & 2.0 the basic Cocos2d OS X app launches really quickly.
This makes it seem pretty likely that it's something about your first scene that is taking a long time to load, or something else. Instruments can help you gather information about what your app is doing.
I suggest you make an initial lightweight cocos2d scene that will load quickly at startup and then load your second scene and transition to it. Ideally the loading of the assets for your second scene would be asynchronous (at least the ones that are slow). There are numerous blog posts on how to do this. (search for "cocos2d asynchronous loading" and you'll find many, such as this one: How to preload your game assets in a loading scene, though something more recent might be preferable).
I have an app (iPhone) with 2 Xibs that I would like to localize, but only for one Nib that has some labels to translate directly in IB. This seemed really easy until I built.
-1) The simulator suddenly did not load any of my backgrounds (UIImageViews, the same for both xib's, and programmatically modified at runtime). I did NOT change anything around this! tried delete/clean/add again, nothing changed. (debugger says it could not load the image referenced from a nib, though i changed no references an as i will say, it works on the real device)
-2) Simulator crashes (every time) and sends a report to Apple as I try to relaunch the app after modifying languages in the settings panel. As I re-build, the app runs again, the correct xibs are loaded. [edit: this happens no more if I stop tasks in Xcode, so is probably not really a bug]
-3) In the device, no crash, images are OK on background, but the english xib is loaded only.
I just can't make my way through this inconsistent behavior. Bumping my head on the wall did not solve the problem...
Tired of not finding any solution. It has to be an Xcode bug. I copied my code and recreated the app in a new project. Everything works fine but nothing changed in the content, not even a single space!
Thxs for those who took the time.
I've got a tabbed iPad application with just about each tab running a UIWebView. I'm getting all sorts of callbacks, like when a user tries to leave the corporate site (which only displays the company site to users). In this case, I pop up a "toast" style window that tells them to click a button to open the page in Safari. I also pop it up with a spinner and no text to indicate that a page is loading. The approximate look that I'm going for is used in lots of applications, but you can see it best when changing the volume on the iPhone or iPad. It's just a translucent rounded square that fades in and out.
Right now I've got it implemented on one of my tabs, and I did it by creating the objects (a spinner, a label, and a UIImage with the square) and then programmatically hiding and showing them using [UIView beginAnimations] and changing the label's text. It works perfectly but I've got these nagging things hovering over my interface in Xcode, and it takes a lot of setup to accomplish if I wanted it to be in another tab, which I do. I can't help but think that there's a better way to accomplish this. I thought about making and adding a subview, but that would leave a white background to the toast. What I'm thinking is creating some sort of object that I can allocate in a tab's view controller whenever it's needed.
What are your guys ideas, or have you done this in the past? I see it in a lot of prominent applications, like Reeder, so I'm sure it's been done more eloquently than I have done it.
Matt Gallagher has a great class called LoadingView here Showing message over iPhone Keyboard. I use it.
MBProgressHUD is a popular library for this, as well.