NextLevel | ⬆️ Media Capture in Swift | Augmented Reality library
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QUESTION
I'm trying to get an average of flickering data that comes from a device that sends me a value periodically.
For instance, it sends me 5 values in a window of 1 minute, then the next value will come in one hour, and again one value in one minute, and the next value in several hours.
In terms of code, let's say that I have a List of Tuple. I've defined a threshold value that is, say, 15 minutes.
...ANSWER
Answered 2022-Mar-30 at 17:02It seems to me that you're processing a stream which means you don't know when the next value is coming. So the only thing you could do is decide based on what you already have.
Let's just say q
is a blocking queue
that waits for the next value to become available. Also, let's assume each incoming item has a Time
and Data
values (event time and the incoming item's value respectively).
QUESTION
I have 50 levels, these levels are prefabs (not scenes) and are being loaded by the help of script. What I want is that when I have played 50 levels. It should start randomizing levels from those 50 levels I have played earlier. Currently I have used a list for this purpose which stores integers from 0 to 49 since my levels identify as 0 to 49 for level to level 50 respectively. It worked for once like it loaded a random level once and then for example if the random level was 30 it would start loading levels from 30 onwards, i.e. 31, 32, 32 and so on. Currently, I get an error of transform child out of bounds when I win level 50 and click next button.
Here is the logic: Here I am making a bool variable set to true when I start level 50.
...ANSWER
Answered 2022-Mar-14 at 11:13You should change startRandom
to true
before PlayerPrefs.SetInt
to save the right value.
QUESTION
The app I'm working on is a multi-game app (a bird game, mole game, and minesweeper). The start screen is the menu. It gives me a cycle warning on this screen. When I tap to start the mole game, it plays naturally, but the moment I press the back button to go back to the menu, I receive errors: "Can't perform a React state update on an unmounted component" error follow by continuous "TYPE ERORR: null is not an object".
Screenshots: Mole Game's App.js ...ANSWER
Answered 2021-Dec-11 at 07:10The
setInterval()
function is commonly used to set a delay for functions that are executed again and again, such as animations. You can cancel the interval usingclearInterval()
.
When you navigate from MoleGame
to Home
, the MoleGame
route is popped off the navigation stack and its component is unmounted. But the intervals from the setupTicks
method are still executing, and trying to set state on the MoleGame
component and to access this
(neither of which are possible).
Try clearInterval
on componentWillUnmount
to stop the intervals that are set in the setupTicks
method.
QUESTION
how can I use the constructor from another class in java to make an object through a method in separate class. For example below is a constructor in a player class
...ANSWER
Answered 2021-Dec-24 at 04:02Does something like this work for your case?
QUESTION
So i am making a game with levels where you can dash forward, and my idea for level 3 was a moving death square. It moves 100 pixels to the left and right, but i cant get it to work. Here is my code:
...ANSWER
Answered 2021-Dec-05 at 14:47Actually the position and the direction of the rectangle is reset in every frame. You need to initialize the position and direction once before the application loop, instead of continuously in the loop:
QUESTION
I have 9 levels in my games but when I run the game Unity keep increasing my scene index and said the error scene couldn't be loaded because it has not been added to the build settings. Here is the current error. It said scene 33 couldn't be loaded but I have only 9. Please help me how to fix this.Thank you
Here is my code for levels.I just increase 1 levels every time the player finish:
...ANSWER
Answered 2021-Oct-25 at 13:33You should make sure that the index to load is clamped to the actual levels available!
QUESTION
I have an app that awards the user based upon number of entries made.
- 10 entries = 1 bronze,
- 20 entries = 1 bronze, 1 silver,
- 30 entries = 1 bronze, 1 silver and 1 gold
It then repeats the cycle forever, always in multiples of 10.
- 40 entries = 2 bronze, 1 silver, 1 gold
- 50 entries = 2 silver, 2 silver, 1 gold
- 60 entries = 2 gold, 2 bronze and 2 gold
1-9 should show in progress for each level, and every tenth entry begins the next level. 1 is 10%, 9 is 90 % and rather than show 100%, just go straight to the next level.
I show a progress bar for the current level, a percentage of complete for current level, the icon of the level the user is going for. All of those currently show correctly.
The issue I'm facing is I also show a count for each level, which is only correct up to and including 44 entries. The 45th is where things start to go wrong.
Please check out the below or on jsfiddle and feel free to edit.
...ANSWER
Answered 2021-Sep-14 at 15:39It's not exactly the most efficient solution, but at least it 100% accurate for any number of entries.
QUESTION
little question. After googling how to do this for 8 hours a day, nothing. Please let me know how to stop a requestAnimationFrame
: simply, just temporarily pause the animation:
ANSWER
Answered 2021-Jun-26 at 15:05You can change those functions like that :
QUESTION
I am wanting to integrate the "vote" command of my bot, with the api of top.gg, I want something similar to the command below. this command is the "work" command of my bot, so that you have a base, I would like to modify it so that, when voting for my bot, it delivers "6k of coins" to the user who voted. do you have an explanation of how I can do it? I will leave my code for the work command below, so you can have an idea.
...ANSWER
Answered 2021-May-28 at 02:03You can check if the user has voted to your bot usinghttps://top.gg/api/bots/:bot_id/check?userId=userid
endpoint
QUESTION
I want to make a script that moves from the scene Game2 to scene Game4 if the player object touches another object.
I have written the following code to do that:
...ANSWER
Answered 2021-Feb-07 at 16:54You probably mean to use
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