Posts Tagged ‘Screen’
We have all seen it on loading screens of a variety of games and applications. I’m talking about animated ellipses, the animated three dots (…) on the end of a sentence which indicates that the game or software is being loaded.
This post explains how to make exactly that, an animated ellipsis in Unity. Here’s a video showing what the script on this post will do:
Posted by Dimitri | Filed under Programming
Unity 4.0 has been released last week and there are tons of new useful features to explore. One of those new fresh features is the option to set a Texture2D as a cursor. Although the code featured at the official documentation is extremely simple and explains how to achieve that with the OnMouseEnter() and the OnMouseExit() method, it will only work when the cursor is colliding with the 3D object in screen space. However, what if the game requires a default customized cursor that lasts throughout the whole level (or game)?
For the last couple of weeks, I’ve been creating an Android live wallpaper and preparing its release. It’s called Arrows Live Wallpaper. As the name implies, it’s an Android live wallpaper that consists of colorful arrows that are constantly moving around. At the background, there’s a equally colorful image that fills up the entire screen adding to the overall effect. Also, you will get lots of options to customize just about everything on the wallpaper, such as the theme, color scheme, arrows speed and battery consumption. Here’s a screenshot:
This post explains how to create a DialogPreference that allows the user to reset all preference values to their defaults. This post has been created and tested in both the emulator and on a real device running Android 2.1. Therefore, some method calls used in this example may be deprecated on newer Android versions.
The best way to show how to reset all the preference values with a DialogPreference is by presenting an example featuring PreferenceActivity that sets some preferences, and them show how to revert them back to their default. This example project can be downloaded at the end of the post. So, the first thing needed for this example is a XML file that defines the contents of the preference screen: (more…)
Another Android programming tutorial, this time, explaining how to rotate a View element using two distinct approaches. Not only that, but this post also presents a brief explanation on the advantages and disadvantages of each approach. The code featured here has been tested on both the emulator and on a real device running Android 2.1 . Before going any further, please bear in mind that from Android 3.0 (API level 11), a setRotation() method has been added to the View class, therefore, it should be used instead of the code described in this article, which focuses on lower level APIs.
The first and perhaps most direct method of rotating a View element is to create a class that inherits from a View widget that needs to be rotated, for example, the TextView or the Button. Then, inside this class, the onDraw() method must be overridden. (more…)