Recyclable-Scroll-Rect | Recyclable Scroll Rect reuses or recycles the least number | Game Engine library

 by   MdIqubal C# Version: Current License: MIT

kandi X-RAY | Recyclable-Scroll-Rect Summary

kandi X-RAY | Recyclable-Scroll-Rect Summary

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

UPDATE : Recyclable Scroll Rect now supports Horizontal and Grid layout. Using the default Scroll-Rect to create lists with a huge number of items results in a laggy performance. Especially when creating a list with hundreds or thousands of items, it becomes impossible to use the Scroll Rect with the default approach i.e instantiating that many items. Recyclable Scroll Rect reuses or recycles the least number of cells required to fill the viewport. As a result, a huge number of items can be shown in the list without any performance hit. Vertical, Horizontal and Grid layouts are supported.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              Recyclable-Scroll-Rect has a low active ecosystem.
              It has 430 star(s) with 55 fork(s). There are 12 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 7 open issues and 3 have been closed. On average issues are closed in 11 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Recyclable-Scroll-Rect is current.

            kandi-Quality Quality

              Recyclable-Scroll-Rect has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              Recyclable-Scroll-Rect 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

              Recyclable-Scroll-Rect releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            Recyclable-Scroll-Rect Key Features

            No Key Features are available at this moment for Recyclable-Scroll-Rect.

            Recyclable-Scroll-Rect Examples and Code Snippets

            No Code Snippets are available at this moment for Recyclable-Scroll-Rect.

            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 Recyclable-Scroll-Rect

            Check the Demo scenes for a complete example The usage and structure are similar to Native iOS TableViewController. There are mainly two parts in setting up a Recyclable Scroll Rect; Prototype cell and DataSource. Following are the steps to set up a Recyclable Scroll Rect in detail:. 1. Recyclable Scroll View: You can create a Recyclable Scroll View by going to Create -> UI -> Recyclable Scroll View. 2. Prototype Cell: A Prototype cell is basically the cell layout for your list. A prototype cell can be in the hierarchy as the content's child or it can be a prefab. Don’t worry about disabling it if it is present in the hierarchy, it will not show up in play mode. The prototype cell must be assigned to the Recyclable Scroll Rect. 3. Cell class: Once you create your desired Prototype cell, assign it to the Recyclable Scroll Rect component. Now you will need to create a Cell script and attach it to the Prototype Cell. This script must be a Monobehaviour implementing ICell interface. The purpose of a Cell script is to configure the cell as the list is scrolled or updated. You must keep reference to the UI items that are required to be updated according to your data source. Check DemoCell class for reference. 4. Data source: The next step is to create a Data source class. A Data source is responsible for data-related operations in the Recyclable Scroll Rect. These are the number of items in the list and how a cell should be configured according to the data. To create a Data source, implement the IRecyclableScrollRectDataSource interface and its methods : • GetItemCount: This method tells Recyclable Scroll Rect the length of the List. • SetCell : This method is responsible for configuring the cell UI according to your data. A cell is received as a parameter in this method with its index in the list. Using these, the necessary UI configuration can be done for the cell. The received cell is of ICell type. It must be cast to the implemented Cell type before using. After the creation of a Cell and Data source, the last step is to assign the Data source instance to the Recyclable Scroll Rect. The assignment must be done in Awake or before the Recyclable Scroll Rect's Start method (Check others section below for details on self-initialization). Check RecyclableScrollerDemo class for reference. Others: Self-Initiaze: The Recyclable Scroll Rect initializes on its own in its Start method. If you wish to initialize it yourself you can turn off the component's self initialize property and call the Initialize method whenever required. Make sure the Data-source is assigned before initializing. Reloading Data: If a new data-source is asigned after initialization, call the ReloadData() function. Alternatively ReloadData(IRecyclableScrollRectDataSource dataSource) can also be used for assigning the data-source and reloading data.
            Recyclable Scroll View
            Prototype cell
            Cell class
            Datasource

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