gizmo | extendable platform for building reusable front | User Interface library
kandi X-RAY | gizmo Summary
kandi X-RAY | gizmo Summary
"It's like jQuery UI's 'Widget' factory - but without the jQuery.". GizmoJS is a simple, but extendable platform for building reusable front-end components. It is similar to jQuery UI's Widget factory - but without the reliance on jQuery, and with an emphasis on creating components as extendable "classes" as opposed to jQuery plugins.
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Trending Discussions on gizmo
QUESTION
I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.
I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.
The sensors are casting rays, but like you see in the image, they are not colliding.
The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin
I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.
I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
So, what am I doing wrong?
ANSWER
Answered 2021-May-24 at 13:49After a lot more investigation i figured out the problem myself:
The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.
Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).
After i created more layers and assigned my targets to these layers, everything starts working as intended.
Maybe this answer will help someone, having similar issues.
QUESTION
I am new to C#/Unity and looking for a way to slow down onDrawGizmos. Currently everything works great.
...ANSWER
Answered 2021-May-09 at 12:27Might not be the best solution, but you can use a counter to execute the code conditionally, like this:
QUESTION
I can make a csv with from a dict ok using csv.Dictwriter but cannot figure out how to make a function to append a new dicts values to the csv file and ensuring that a value is added to the correct column of the csv to preserve the link between key and value.
[Added to clarify why I need this in a loop] In the code im writing I need to write headers to a csv and then I have a measuring loop, in the loop I receive a dict of all the measurement results and want to write this to the csv file - then the dict will be rewritten with new values when the next iteration of the loop happens - I just dent know how to code something that simulates that without the dict of dicts I went with.
Code
...ANSWER
Answered 2021-Apr-18 at 15:12You don't want to repeatly open and close the .csv
file. Especially if you open in w
mode, the old content will be gone. Just open once:
QUESTION
I have adapted the below code from Google's Datastore tutorial. I'm vaguely aware of Promises, and I'm using await where I can figure out to do so. I've used the req
object with express as below without incident, but it seems to be empty here.
It causes this error:
...ANSWER
Answered 2021-Apr-16 at 22:22Per @hoangdv, add app.use(express.urlencoded())
somewhere. Rather node-ish not have it as the default if you ask me.
QUESTION
ANSWER
Answered 2021-Apr-15 at 00:48QUESTION
I am trying to allow the user of my VR game to move objects around using a pointer, then when holding down a button, snap to a grid and align to the highest surface, essentially replicating the Editor behavior or holding down shift+control and moving around a transform gizmo. (Try it, it's fun!)
I have the grid part down, but can't wrap my head around how to do the surface snapping. Here is the code I have so far. I would appreciate any and all help!
...ANSWER
Answered 2021-Apr-08 at 06:07If I understand you correctly now and you actually just struggle at the correct value for Y
I think you are actually almost there.
Except that currently you only get the delta between the two points on the Colliders. But you need to take into account also any offset between objects and their colliders. I'll try to illustrate it
QUESTION
Currently I am having an Issue regarding Gizmos being drawn this issue is specific to 2 classes
Interactable() and Door() : Interactable()
inside Interactable() I have:
...ANSWER
Answered 2021-Mar-25 at 17:23I needed to comment out the Gizmos.matrix = transform.parent.localToWorldMatrix;
to see the yellow cube.
To see both you need to call the OnDrawGizmos()
of the base class in the OnDrawGizmos()
of the child class like this:
QUESTION
I created a brand new project based on instruction on the website :
...ANSWER
Answered 2021-Feb-10 at 15:25Could you try with a clean ~/.m2/repository/
(just move yours away before trying)?
QUESTION
I want to make sure that various objects moving at high speed cannot pass through walls or other objects. My thought process was to check via Raycast if a collision has occurred between two moments of movement.
So the script should remember the previous position and check via Raycast for collisions between previous and current position.
If a collision has occurred, the object should be positioned at the meeting point and moved slightly in the direction of the previous position.
My problem is that works outside the map not inside. If I go from inside to outside, I can go through the walls. From outside to inside not.
Obviously I have misunderstood something regarding the application with raycasts.
...ANSWER
Answered 2021-Jan-22 at 12:35Theres a better way to deal with this that unity has built in. Assuming the object thats moving at a high speed has a RigidBody(2d in your case) you can set its Collision Detection to Continuous instead of Discrete.
This will help collisions with high speed collision, assuming that its moving at high speed and the wall is not moving.
If for some reason you cannot apply this to your scenario, Ill try to help with the raycast solution.
QUESTION
Recently i started with a Twitter Integration.
The callback is working as it should.
but when i press the Authorize App i keep receiving this error.
unable to process request due to missing initial state. this may happen if browser sessionstorage is inaccesible or accidentally cleared
This is the function where i call the twitter_login.
...ANSWER
Answered 2021-Jan-11 at 00:01After some hours trying to figure out the problem, i found that the issue was on the AndroidManifest.xml
Basically on the intent-filter, the scheme was missing, and i need to remove the https from the host and the function call. After that it work :)
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