Unity Chroma SDK: Particle Systems 2
Unity Chroma SDK: Particle Systems
Unity Chroma SDK: Author Lighting Animation
Unity Chroma SDK: Connection Manager
APPLE PARK July 2017 Drone Tour 4K
MFC Chroma Editor
[CChromaEditor] is a work in progress to pack the functionality of [UE4ChromaSDK] and [UnityChromaSDK] into a Windows DLL.
[GameMakerChromaExtension] uses a GameMaker extension to load the embedded MFC DLL.
[ConsoleChromaEditor] is a C# Console app for testing the embedded MFC DLL.
[GameMaker SetDisplay Extension]
if os_type==os_windows {external_call(external_define("SetDisplayResolution.dll","SetDisplayResolution",dll_cdecl,ty_real,3,ty_real,ty_real,ty_real),argument0,argument1,argument2)}
Add Chroma Animation Assets to Unity
Time to port the animation assets from UE4 to Unity [UnityChromaSwagger].
Once it works, I’ll push to [UnityChromaSDK].
UE4 ChromaSDK Plugin Update – Import Images / Animations
Control your LEDs with your TV remote?! || Arduino IR Tutorial
I created a [XamarinFormsIoT] Windows Core IoT project which can control LEDs and play sounds on a Raspberry PI 3 using C#/XAML. I used a portable dependency interface to expose the GPIO controller which only exists in the UWP project. GPIO is used to control the LEDs. I also ordered an IR receiver so I can detect IR signals from a remote and it works!
Next I need to [find] a UWP library for LIRC.
The [Arduino-IRremote] has a C++ library that can be converted to UWP.
I followed the idea from the video below.
[How to Control the GPIO on a Raspberry Pi with an IR Remote]
Adafruit: [IR (Infrared) Receiver Sensor]
[Raspberry Pis, Remotes & IR Receivers!]
[Play wav file in Raspberry PI with Windows IoT Core]
The Unity RPG Creator in C#
Unity Images
Unity has an issue with Texture2D and GetPixels at various sizes. So I’ve created a native plugin [UnityImageNativePlugin] to handle loading BMP, GIF, JPG, and PNG image types.
Foundry Launches Modo 11.1 with Host of New and Enhanced Features
Flash support in Chrome
The Adobe Flash Player is becoming more difficult to use on educational sites.
Use [these steps] to enable Flash for Chrome.
Use [these steps] to enable Flash for Edge.
C++ Extending the Editor | Live Training | Unreal Engine
Introducing ARKit
Introducing ARKit: Augmented Reality for iOS ARKit provides a cutting-edge platform for developing augmented reality (AR) apps for iPhone and iPad. Get introduced to the ARKit framework and learn about harnessing its powerful capabilities for positional tracking and scene understanding. Tap into its seamless integration with SceneKit and SpriteKit, and understand how to take direct control over rendering with Metal 2.
Camera Tracking: AE to MODO
Snack Pack 13: Source Control in Visual Studio for Mac
Speech recognition Tutorial for Unity3D 5
Unity Labs: [Speech Recognition and VR]
Unity Docs: [Windows.Speech.DictationRecognizer]
Unity Bitbucket Source: [Speech to Text Repository]
Unity Asset Store: [Unity Speech-to-Text Package] (free)
Unity Asset Store List: [Speech API]
Mac Support for Chrome Speech Proxy
Compatible with [WebGL Speech Detection] and [WebGL Speech Synthesis]
UNET Part 1 – Setup and Movement Syncing
Supercharge your Computer Vision models with the TensorFlow Object Detection API
UE4 Plugin for Chroma
This week, I’m wrapping up a UE4 plugin for Chroma [UE4ChromaSDK].
Next step, I’ll be making a [Custom Asset Type] on [tgraupmann].
The ForceFeedbackEffect has a hover animation that when clicked plays the animation which is what I want to do for Chroma. “Play selected force feedback effect” from
[AssetTypeActions_ForceFeedbackEffect.h]
[AssetTypeActions_ForceFeedbackEffect.cpp]
Next step customizing the details window.
So you'll want to create an IDetailCustomization-derived class and implement that interface and register/unregister it in your plugin module's startup/shutdown logic As for how to implement that interface, lot of stuff to cover there. You'll implement CustomizeDetails, which has a IDetailLayoutBuilder parameter.
Example: [LocalizationDashboard]
Go to Editor Preferences, all settings, search "Localization Dashboard" and check the box. Then go to Window -> Localization Dashboard (under Experimental), from the top-level menus.