//To use the AsyncTask, it must be subclassed privateclassLoadViewTaskextendsAsyncTask<Void, Integer, Void> { //Before running code in separate thread @Override protectedvoidonPreExecute() { //Create a new progress dialog progressDialog =newProgressDialog(LoadingScreenActivity.this); ...
Learn how to optimize your game's performance by testing against hardware platform memory limitations with the profile memory usage tool in your Unity project.
https://gamedevelopertips.com/unity-pixel-perfect-sprite/ So I was making a little prototype for my new game when I just came across a little problem.
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
I build a 32bit windows app in Unity. I can now run this app inside a window @ Mixed Reality Cliff house (App is not running full screen). I like to know how I can run and experience this app full screen on mixed reality hardware?
Hi All, I was doing some applications for Hololens in Unity and Unreal. I stuck in moment were I would like to be able to load very detailed STL models into hololens and display them. Currently I have to load them manually to Unity/Unreal, render models...
Practices.Unity version=4.0.0.0 culture=neutral, PublicKeyToken=6d32ff45e0ccc69f Could not load type 'System.Web.PreApplicationStartMethodAttribute Countdown Timer in wpf Create a Command in a UserControl Create a custom contorl like DataGrid in WPF Create a simple wpf trigger on one object ...
Now that the assets are loaded, it’s time to load the files. Loading OBJ Files At this point, when you run the application on an emulator or a physical device, you should see an empty white screen. If there are errors in the web view, please doublecheck your assets path or internet...
When reading the mouse position in Unity, we deal with pixel coordinates (often referred to as screen points or screen space positions). The pixel coordinates of the bottom left corner of the application window are0,0and the coordinates of the top-right corner are the same as the pixel dime...
toAvatar.Source = ImageSource.FromStream(() => new MemoryStream(GV.ByteSymbolMann)); // Load (stream) from byte-arrayI then takeover the selected byte-array (parallel to showing the image) in a further byte-array (for later upload to the web-service as string):...