kandi X-RAY | urho Summary
kandi X-RAY | urho Summary
[Join the chat at UrhoSharp is a lightweight Game Engine suitable for using with C# and F# to create games and 3D applications. The game engine is available as a NETStandard 2.0 library, allowing your game code to be written once and shared across all platforms. UrhoSharp is powered by [Urho3D] a game engine that has been under development for more than a decade. More information can be found in the [UrhoSharp documentation] The bindings for Urho3D are licensed under the MIT license, as found on the LICENSE file. Key advantages: - Lightweight - ~10mb per platform including basic assets - Embeddable - can be embedded into any app as a subview (UIView, NSView, Panel, etc). - Open-source - C# bindings and the underlying C++ engine Urho3D are licensed under the MIT License - Powerful 3rd parties - Bullet, Box2D, Recast/Detour, kNet, FreeType - Advanced graphics using physically based rendering (PBR), Skeletal animation, Inverse Kinematics etc - Simple code-first approach (however, it still supports native Urho3D editor). Supported platforms: - Windows, WPF, WinForms (net45) - iOS (xamarin.ios10) - macOS - Android (monodroid81) - UWP (uap10.0.16299) - AR: HoloLens, ARKit, ARCore - Mixed Reality - Xamarin.Forms (iOS, Android, UWP) - Ubuntu.
Top functions reviewed by kandi - BETA
urho Key Features
urho Examples and Code Snippets
Trending Discussions on urho
I'm trying to add a UrohSharp Surface to a
LinearLayout in a class inheriting from
ViewGroup (to place in in the left hand corner of another view).
Most examples showing UrhoSharp implemented in Android is done directly in the main activity like this:...
ANSWERAnswered 2019-Sep-06 at 02:26
here is a simple example which add RatingBar to LinearLayout in CustomView,you could refer to it,change the RatingBar to your UrohSharp Surface
Bringing 3D-Models and Images
Urho3D tries to use existing file formats whenever possible, and define custom file formats only when absolutely necessary such as for models (.mdl) and for animations (.ani). For these types of assets, Urho provides a converter - AssetImporter which can consume many popular 3D formats such as fbx, dae, 3ds, and obj, etc.
What does this even mean? Does "existing formats" mean existing standards (
.fbx) or are the saying that
.ani is their "existing implementation"
ANSWERAnswered 2019-Mar-29 at 13:35
What does this even mean?
It means that Urho3D doesn't support direct usage of for example .obj or .3ds files but it provides an AssetImporter that can load these file types and output Urho3D's own model format (.mdl) or animation (.ani) files. What adds to the confusion is that .mdl is also the name of the proprietary model format for Valve's Source engine
Does "existing formats" mean existing standards (.obj or .fbx) or are the saying that .mdl and .ani is their "existing implementation"
Existing formats means the industry standard formats you can use as the input, such as .fbx, .blend, .obj etc. For a full list of the formats, you can refer to their Import Formats page on Sourceforge (not sure why they don't have the same list available on GitHub).
These inputs can then be converted to Urho3D specific .mdl and .ani files.
Edit: In case you encounter confusing parts of the documentation such as this one, you can also raise an issue on the GitHub repository that contains the documentation. For example, this specific documentation is hosted in MicrosoftDocs/xamarin-docs repository and the exact file that you're reading is this one.
I have an application that reads CSV data from a Java webservice. Upon reading data I am getting the following error:...
ANSWERAnswered 2019-Jan-25 at 08:08
You need to set
http.get() response type to
I'm absolute beginner in UrhoSharp. I only wanted to implement some basic 3D stuff into my app. Everything works fine with SimpleApplication, the screen is supposed to be watched from one place and direction. When I touch the screen, the scene rotates however. How can I get rid of this behavior?
I wanted to try to override some function of SimpleApplication (probably OnUpdate) so I came with name CursedApplication replacing SimpleApplication everywhere. When I use...
ANSWERAnswered 2018-Jun-15 at 15:53
Finally I found that this can be done with
In my Xamarin.Android application I have orientation data for X, Y, Z axes got from device's geomagnetic rotation vector composite sensor and processed with SensorManager.GetOrientation( ) method. I want to apply this orientation data in UrhoSharp's scene on the Rotation property of CameraNode. In other words I want to control the scene's camera using the device "orientation" sensors.
What I did so far in the SensorChanged event handler:...
ANSWERAnswered 2018-May-15 at 08:20
OnSensorChanged should be this:
Does anybody know how to use Spatial Anchors with Urho? I've looked at all the samples, didn't find anything. Nothing in the documentation either. I tried using regular Holographic API:...
ANSWERAnswered 2017-Jun-28 at 16:28
You can create spatial anchors like this
No vulnerabilities reported
To help developers get up and running quickly with UrhoSharp we are providing a [solution template](https://visualstudiogallery.msdn.microsoft.com/0851993e-16e9-417e-92f2-6bdb39308ed2) for Visual Studio (you can find it in "Online templates" tab). This template consists of PCL+Android+iOS+Mac/Windows with a simple scene and some assets (Xamarin Studio templates will be available soon):.
This is currently a little messy, so YMMV.
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