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Pano2vr error loading panorama xml
Pano2vr error loading panorama xml









pano2vr error loading panorama xml
  1. #Pano2vr error loading panorama xml how to
  2. #Pano2vr error loading panorama xml code
  3. #Pano2vr error loading panorama xml mac

Forexample, It has VerticalLayoutGroup and HorizontalLayoutGroup for easy list like element visulation. Unity UI has pixel based solutions which can be very helpfull for many density and resolution options. There are so many different resolution and density devices, you need to create so many scenes. You can use Unity UI, and don't need to seperate. Other solution is more common which is you and Agumander say, change orthographic size of Camera.

#Pano2vr error loading panorama xml mac

But when i try it with mac or windows machines, it is problematic. Update: I misunderstood your question, you say GameObject, i understand UI. Then you can use this to set the orthographic size of your camera to something that makes everything visible as expected. You can use the Screen object to check the height and width of your display. If you're using the new UI System, make sure you anchor the objects where you want them to be, that's how you will achieve resolution independence.įor more information about anchoring, see this tutorialĭon't have separate scenes for separate devices.

pano2vr error loading panorama xml

It's all about setting the Anchors right. Is there any other method to do, a good and simple work around for this problem?

#Pano2vr error loading panorama xml code

I know I am missing something but I tried to do some research and what I found is only by changing the orthographic camera scale might fix this problem, but I found it as a big amount of code to write as my game have not only one scene but multiple scenes and every scene have it's own game objects. Everything until now is working fine and I am pretty happy with the result, but when I test that application on an iPad or a Samsung tablet all the objects in my game scene are not in the correct position anymore. I'm testing the game on a nexus 5, and an iPhone 5s device.

#Pano2vr error loading panorama xml how to

How to create a responsive scene I'm currently creating a 2D Android and iOS game using Unit圓D engine. Have you looked at Blend? Using states to dictate what happens/is displayed for the various screen sizes? Yeah, you can use pre-rendered animation files but if this really necessary. You can use this solution for common application, not for games that have some game engine. These are all the problems I am thinking about when wanting to create an animation for my windows universal app.ĭoes anyone know of the best approaches for animations?įor all dynamic actions (animations from point to random point, including that case if you know how many points can be used), you should use programmatically created animations. how do you know when the car needs to face and move diagonally? Since a location is situated at the top left of the screen, and another bottom left. Yet again, what happens if the device is smaller (how are you going to know when to stop the car moving) Would not be able to determine which direction the car should be initially facing (if location is behind the car and the car is back to front, it will be confusing) What happens if I create an animation for tablet screen sizes but the users uses a phone? Now with these 2 ideas, they both have disadvantages: Should I create an animation for each location (4 animations of the car travelling to each one) or should I move the car programatically pixel by pixel. My idea is to have a car (image) driving to 1 of 4 locations (also images). Animation in Windows Universal Apps What are some of the best approaches for creating animations for windows universal apps?











Pano2vr error loading panorama xml