Holograms | Welcome to Holograms by libraryaddict | Game Engine library

 by   libraryaddict Java Version: Current License: No License

kandi X-RAY | Holograms Summary

kandi X-RAY | Holograms Summary

Holograms is a Java library typically used in Gaming, Game Engine, Unity, Minecraft applications. Holograms has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.

Welcome to Holograms by libraryaddict. I do plan to maintain this project, up until 1.8 is released. When 1.8 is released, depending if their new nametag changes allows you to do holograms, I'll convert the project to that. Creating a hologram is easy. Hologram hologram = new Hologram(Location, Lines of text).start();. You can set the hologram relative to a entity with hologram.setFollowEntity(entity);. As long as that entity is alive, the hologram will follow at the same position from it that it was created. You can also use setVector to make the hologram move so and so blocks per tick.
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            kandi-support Support

              Holograms has a low active ecosystem.
              It has 9 star(s) with 6 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 3 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Holograms is current.

            kandi-Quality Quality

              Holograms has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              Holograms does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Holograms releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Holograms saves you 338 person hours of effort in developing the same functionality from scratch.
              It has 811 lines of code, 59 functions and 3 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Holograms and discovered the below as its top functions. This is intended to give you an instant insight into Holograms implemented functionality, and help decide if they suit your requirements.
            • Sets lines for this Hologram
            • Creates packet that can be sent to spawn an entity
            • Generate spawn packets
            • Create an array of Packet Packets
            • Adds a player to the player
            • Checks if a player is 1_8
            • Returns the spawn packets for a player
            • Add a hologram
            • Set the Hologram target
            • Remove aologram
            • Gets the destroy packet
            • Handle teleport event
            • Checks to see if a player is visible
            • Stops the Hologram
            • Removes this Hologram
            • Handle a world change event
            • Handle a move event
            • Set the radius of the Hologram
            • Remove the player from the player
            • Remove a player
            • Rotate a Location
            • Starts the Hologram
            • Sets the line spacing
            • Remove allolograms from world
            Get all kandi verified functions for this library.

            Holograms Key Features

            No Key Features are available at this moment for Holograms.

            Holograms Examples and Code Snippets

            No Code Snippets are available at this moment for Holograms.

            Community Discussions

            QUESTION

            How To Insert Image Inside of Div Element HTML
            Asked 2022-Apr-04 at 05:58

            I am wondering how to insert an image inside of a div element in HTML. I have tried inserting an image through and through inside of a div element, but none of those have worked for me and I am not sure how to get it to work. I am wondering how to get my image inserted inside of the div element, so my program will actually display it. The problem is that my image never displays and my solutions did not work for me. Here is the simple and full code: https://jsfiddle.net/mxafg1vu/

            ...

            ANSWER

            Answered 2021-Nov-25 at 06:43

            To display images you have to specifies the correct path to the image on attribute;

            Source https://stackoverflow.com/questions/70106748

            QUESTION

            How do I properly reload a Unity Scene that uses MRTK for the Hololens2?
            Asked 2020-Nov-30 at 22:46

            This is my first project using the Hololens and MRTK for Unity. I want to make a button that restarts the experience for the player when pushed.

            I connected a button to a new script with the following code:

            ...

            ANSWER

            Answered 2020-Nov-30 at 16:58

            Always avoided it for exactly these kind of issues with MRTK.

            I would rather suggest:

            Have one MRTK and landing scene at build index 0. This one you never un- or reload. Here you also place your manager script responsible for (re)loading the content.

            And load everything else via additive scene loading and then later unload and reload only these additional scenes.

            This leaves the MRTK intact and you can still load, unload and reload your app content.

            The mentioned manager class might look somewhat like

            Source https://stackoverflow.com/questions/65075941

            QUESTION

            MRTK and Vuforia on Hololens
            Asked 2020-Oct-12 at 08:22

            Looking to make an app for Hololens (1st gen) with Vuforia and MRTK. The intent is to have several 3D models be displayed as holograms based on different vumarks. Want to use MRTK to rotate the models using hand gestures and resize them as well.

            Question is about MRTK vs holotoolkit. Which one should I be using. Does one have more features than the other? I understand that MRTK is newer and it used to be known as holotoolkit. Wondering if any features were removed from holotoolkit before it changed to MRTK?

            Which one between MRTK and holotoolkit works better with the Vuforia engine?

            Also, I want to rotate the 3D models along the x axis. Followed this tutorial involving a pre-built sample https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unity/tutorials/holograms-211, where user can rotate model on y axis using hand axis. I can't seem to figure out how to do rotation on the x axis.

            ...

            ANSWER

            Answered 2020-Oct-12 at 08:22

            MRTKv2 be always recommended for accelerating cross-platform MR app development in Unity. It re-implements most of the features in HTK and is going to add new functions based on feedback from the developer community. This porting guide shows the difference between they:HTKToMRTKPortingGuide

            For how to make Vuforia work with the MRTK, there is a closed issue that show a workaround to do it: What's the current status of using Vuforia with the MR Toolkit? #1461

            For how to do a rotation on the x-axis, the line transform.Rotate(new Vector3(0, -1 * rotationFactor, 0)); in the GestureAction.cs from the tutorial is the key point. The Transform.Rotate method can rotate GameObjects in a variety of ways and it takes a Vector3 argument that specified the Euler angle in 3 vectors for x, y, and z. So you can do it by exchanging the parameter order of Vector3 instance, such as transform.Rotate(new Vector3(-1 * rotationFactor,0 , 0));

            Source https://stackoverflow.com/questions/64311799

            QUESTION

            Responsiveness for CSS
            Asked 2020-May-04 at 11:18

            Hey guys I haven't done web dev in a while. I have made my site what I thought to be responsive using flexbox.

            Also first time posting here. Please let me know what the conventional ways of getting help is if this is an influx of information.

            I have two pages in total. A home page and a gallery showing all my work.

            Some HTML elements(videos) have a library attached to the semantics to get rid of javascript. In this case I'm using AOS (Animate on scroll).

            Anyways, I made the first page (Home) responsive to iphoneX but I cannot get the gallery page responsive in any way, shape or form and it is driving me crazy.

            I'm aware that there are probably LOTS of errors and easier way to do things.

            Aside from the responsiveness of the gallery page - please share tips on how I can change some things.

            If you're confused as for what I'm asking. Just help PLEASE with the responsiveness of the gallery page for and iPhone X and iPad.

            Thanks!

            HTML GALLERY SECTION ...

            ANSWER

            Answered 2020-May-04 at 11:18

            for Responsiveness issues, I think this video might solve it : https://www.youtube.com/watch?v=bam83Xv4VMA it will show how it can be done without media queries.

            Source https://stackoverflow.com/questions/60941137

            QUESTION

            Placing holograms/gameobjects on world mesh with Hololens 2 using MRTK2-Unity
            Asked 2020-Apr-07 at 09:19

            slight noob question and I may have missed something in the MRTK2-Unity docs/samples etc but I'm just getting back into Unity with the Hololens 2 and I'm looking for a simple example of dropping holograms onto the world mesh, rather like the original Hololens 1 MR 250 tutorial, using the old HoloToolKit: WorldAnchorManager and TapToPlace approach.

            I'm sure this is quite a simple thing to achieve but can't seem to find an example now that the HoloToolKit "Manager Prefabs" approach has been replaced by the MRTK services etc.

            I want to update some old HL1 projects to HL2 but the Porting Guide is either a bit unclear, or more likely, designed to be interpreted by clever people who know what they are doing...

            cheers

            ...

            ANSWER

            Answered 2020-Apr-07 at 09:19

            I think what you are looking for is the new approach with Solvers : MRLearning-Base-Ch3

            Most of old HoloToolkit managers are now integrated into services but you will find all functions that you need.

            The Porting Guide explain what changed, I don't really understand what is unclear in this guide ... Can you develop ?

            Source https://stackoverflow.com/questions/61076279

            QUESTION

            HOW do Unity World Anchors work on the HoloLens?
            Asked 2020-Feb-27 at 06:17

            I'm currently building a HoloLens application and have a feature in-mind that requires holograms to be dynamically created, placed, and to persist between sessions. Those holograms don't need to be shared between devices.

            I've had a nightmare trying to find (working) implementations and documentation for Unity WorldAnchors, with Azure Spatial Anchors seeming to stomp out most traces of it. Thankfully I've gotten past that and have managed to implement WorldAnchors by using the older HoloToolkit, since documentation for WorldAnchors in the newer MRTK also seems to have also disappeared.

            MY QUESTION (because I am unable to find any docs for it) is how do WorldAnchors work?

            • I'd hazard a guess that it's based on spatial mapping, which presents the limitation that if you have 2 identical rooms or objects that move in the original room, the anchor/s is/are going to be lost.

            • What I'd LIKE to hear is that it's some magical management of transforms, which means my app has an understanding of its change in real-world location between uses even if the app is launched from a different location each time.

            Does anybody know the answer or where I might look (beyond the limited Unity and MS Docs for this matter) to find out implementation details?

            Thank you.

            ...

            ANSWER

            Answered 2020-Feb-27 at 06:17

            I'd hazard a guess that it's based on spatial mapping, which presents the limitation that if you have 2 identical rooms or objects that move in the original room, the anchor/s is/are going to be lost.

            We won’t divulge the internal implementation details of the internal coding of the World Anchor but we can state that it is not based on GPS currently with HoloLens v1 or HoloLens v2. Currently, the World Anchor uses the data in the spatial map for placement. The underlying piece that is key is the anchors rely on the spatial scanning and the scanning can use wifi to improve the speed and accuracy, see these two references: 1 & 2

            What I'd LIKE to hear is that it's some magical management of transforms, which means my app has an understanding of its change in real-world location between uses even if the app is launched from a different location each time.

            It is certainly possible to have two identical rooms with exact layout to trick the mapping to think it is the same room. We document that here: https://docs.microsoft.com/en-us/windows/mixed-reality/coordinate-systems#headset-tracks-incorrectly-due-to-identical-spaces-in-an-environment

            Source https://stackoverflow.com/questions/60395768

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

            Vulnerabilities

            No vulnerabilities reported

            Install Holograms

            You can download it from GitHub.
            You can use Holograms like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Holograms component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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