Unity3DRuntimeTransformGizmo | runtime transform gizmo similar to unitys editor | Game Engine library

 by   HiddenMonk C# Version: Current License: MIT

kandi X-RAY | Unity3DRuntimeTransformGizmo Summary

kandi X-RAY | Unity3DRuntimeTransformGizmo Summary

Unity3DRuntimeTransformGizmo is a C# library typically used in Gaming, Game Engine, Unity applications. Unity3DRuntimeTransformGizmo has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A runtime transform gizmo similar to unitys editor so you can translate (move, rotate, scale) objects at runtime. Video demonstration - cyrilBoucher created a fork that works with Unitys PackageManager - I also just found that unity seems to be working on a runtime editor, though it currently still seems buggy and doesnt feel that great. WARNING - There is a bug in unity 5.4 and 5.5 that causes InverseTransformDirection to be affected by scale which will break negative scaling. Not tested, but updating to 5.4.2 should fix it - I have also ran into a unity bug (Unity 2017.2.0f3 (64-bit)) where when rotating a object (it was skewed, not sure if that matters) it will sometimes not have its mesh collider updated or something, causing me to not be able to click it again in certain spots until I disable and reenable the mesh collider in the inspector. Reenabling the mesh collider also updated where unity saw the center of the object to be. Maybe related to this bug? There is also a bug where if you have multiple objects selected in the unity editor and then you select the last selected of those selected objects, unity will start throwing the error "type is not a supported pptr value UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)" It seems to be the mesh renderer in the inspector is having issues realizing that we added a new material to it (the highlight selected material). If you collapse the mesh renderer, the errors will stop. Just place the TransformGizmo on a gameobject with a camera. Objects must have a collider on them to be selected. Could use some work with how the moving is being handled. For example, I dont like how if you try to move something towards the camera, you cant get it to move past you to behind. Added a pivot center mode so you can translate based on the Renderer.bounds.center instead of the normal pivot point. Good news is that I have the code to replace using temporary parent gameobjects as a pivot with the same accuracy. Bad news is that it seems using a parent gameobject as a pivot, even when placed at the center of the desired object, does not give the same result as unitys Center mode. This leaves us wondering what unity is doing differently in Center mode. Either way, I am going to completely remove the temporary gameobject since its no longer needed, as well as put 2 Scale types that people can switch between. One scale type called "ScaleFrom" being like using a parent gameobject as a pivot, and one scale type called "ScaleFromOffset" being like unitys Center mode (though a bit inaccurate with skewed objects). I talk about this more in this thread There may also be some differences between unity and how I have things set up currently in regards to Center pivots, such as unity seems to use colliders first to find how much weight the object has or something to decide how much it effects the center, but for now we only look at the Renderer.bounds.center, so expect some differences between unity. Also Added the ability to select multiple objects =). Added a UndoRedo system. By default the keys to Undo is Shift+Z and Redo is Shift+Y We use Shift instead of Control so that while in the editor we dont accidentally undo editor changes (for some reason unity doesnt seem to give us the option to disable editor hotkeys while in play mode? Added ability to give your own custom Gizmo meshes with the TransformGizmoCustomGizmo component. Just drop the TransformGizmoCustomGizmo in the scene and assign the inspector values.
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            kandi-support Support

              Unity3DRuntimeTransformGizmo has a low active ecosystem.
              It has 423 star(s) with 69 fork(s). There are 24 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 8 open issues and 13 have been closed. On average issues are closed in 0 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Unity3DRuntimeTransformGizmo is current.

            kandi-Quality Quality

              Unity3DRuntimeTransformGizmo has 0 bugs and 0 code smells.

            kandi-Security Security

              Unity3DRuntimeTransformGizmo has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Unity3DRuntimeTransformGizmo code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Unity3DRuntimeTransformGizmo is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Unity3DRuntimeTransformGizmo releases are not available. You will need to build from source code and install.

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            Unity3DRuntimeTransformGizmo Key Features

            No Key Features are available at this moment for Unity3DRuntimeTransformGizmo.

            Unity3DRuntimeTransformGizmo Examples and Code Snippets

            No Code Snippets are available at this moment for Unity3DRuntimeTransformGizmo.

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:

            ...

            ANSWER

            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:

            Source https://stackoverflow.com/questions/71723584

            QUESTION

            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            I'm currently attempting to create a first-person space flight camera.

            First, allow me to define what I mean by that.

            Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.

            What I have so Far

            So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:

            ...

            ANSWER

            Answered 2022-Mar-02 at 23:15

            The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.

            The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).

            Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.

            It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.

            Source https://stackoverflow.com/questions/71328720

            QUESTION

            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:

            ...

            ANSWER

            Answered 2022-Feb-19 at 01:11

            • The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
            • If you change the code to AddChild(copynode).Duplicate(); you can see it adds all 5 invisible nodes.

            Source https://stackoverflow.com/questions/71180866

            QUESTION

            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.

            I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.

            ...

            ANSWER

            Answered 2022-Feb-13 at 13:14

            Don't #include "entity.h" from game.h and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.

            Example:

            Source https://stackoverflow.com/questions/71100649

            QUESTION

            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.

            ...

            ANSWER

            Answered 2022-Feb-10 at 07:54

            This is because of you are calling the spawn function from client. You should call it in server.

            Source https://stackoverflow.com/questions/71010816

            QUESTION

            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.

            Here is the enemy code:

            ...

            ANSWER

            Answered 2022-Feb-06 at 03:20

            On your _on_PlayerBullet_body_entered you a body that has a reference to whatever the Area2D collided with, you can use it to communicate with it.

            For example, you can call a method on it. Which could, of course could be queue_free:

            Source https://stackoverflow.com/questions/71003599

            QUESTION

            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!

            ...

            ANSWER

            Answered 2022-Jan-29 at 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:

            Source https://stackoverflow.com/questions/70903111

            QUESTION

            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:

            ...

            ANSWER

            Answered 2022-Jan-21 at 00:26

            YourGraphic.setScrollFactor(0,0);

            Source https://stackoverflow.com/questions/70794747

            QUESTION

            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.

            Is There Any Way To Make My Game Look Good Using In Ursana Engine?

            ...

            ANSWER

            Answered 2021-Dec-11 at 20:32

            You have to add lights and also apply lit_with_shadows_shader to entities that will receive shadow.

            See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight

            Source https://stackoverflow.com/questions/70139918

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Unity3DRuntimeTransformGizmo

            You can download it from GitHub.

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