How to get shadows working with ArCore Unity? - shadow

I don't want an object to cast a shadow.
I want a large object that is one piece to cast shadows into itself like a AO bake.
It works perfect if I use the USB instant preview, but when I do a build, there are no shadows to be seen.
What setting have I missed?
Again, I am not interested in just a drop shadow under a single object, but self shadowing from my directional light real-time or baked in from the light source.

If the shadow looks okay when you're using the instant preview, it might be that the Android quality setting is set too low, causing it to not have shadows.
Go to Quality Settings and see what the default quality setting is for Android. Set it to something similar to Standalone.

Related

Image Limit in Flash/Flash Builder?

So here's a fun one for you guys. Is there a limit on the number of images that can be imported into Flash or Flash Builder?
The answer, I would initially think, is no, however my current project is telling me otherwise. It started in Flash Builder. I was embedding images and etc like normal, using the standard "" code, when I noticed that when I exported the release build, some of the images would be missing. I went through all the links, everything was fine. I looked at all the images, they were all there. Eventually, I began shifting positions to see about layering issues, and I found something odd. Images that were being loaded first were also being removed after a certain number of images had been loaded. This interesting dilemma was also not tied to any specific image. Changing visible properties for different images would always cause the same results: the newest visible image would be added in, but the background image would be removed. There are a total of 65 images that may or may not need to be onscreen at any point in time. There are also 29 buttons, but they don't seem to affect anything when they're marked as visible or not. 22 images seems to be the safe number. When at 23 and 24, it seems to occasionally throw graphical errors when hovering over a button, in that all the area around the button seems to disappear to black. Upon reaching 25, the entire background image goes missing and there are more graphical errors when hovering over or clicking buttons. And for clarity's sake, these screens are not from the actual project. There copyright issues or US trade secrets or something that I could probably get fired for for showing. Either way, these images were put through FB and are exactly how they showed when I ran it.
How it should be:
https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-6434400-644532/450-365/howitshouldlook.png
What it turned into:
https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-6434400-644531/450-369/howitreallylooks.png
Note that there are 31 images in this example, including the gray/grey background. So yeah. Either I'm doing something wrong with how these are put into this project, or Flash Builder and Flash don't like it when you've imported over 22 images into them. I'm including Flash in this because a co-worker suggested I build it in Flash instead and do some wonky coding as a work around. Once I dragged the 20-somethingth png file in, things started to disappear. Then, when doing a ctrl-enter test, nothing is visible but a few of the upper layers, and yes, I've checked to make sure things weren't turned off/on.
I cannot give you code better than I've already stated, because that is literally all that is in the file. The Flash Builder SDK being used is 4.1, Flash version is CS 5.5. I have also fixed my .ini file so that it gets max memory without the extra crashing.
Thanks in advance guys :D
The issue is not the number of images, but the number of transparent pixels to render. It is a compositing optimization that has been in Flash Player since at least Flash Player 4 (though it was 8 instead of 23 at the time). As a side effect, it used to be a hacky way of creating interactive masks back when masks could only be layers in Flash Pro.
It doesn't even have to be images. If you make a movie clip and set its alpha to below 100% (but above 0%) and stack 23, whatever you put under it won't render. The number of compositing layers before giving up is ties to the SWF version you are targeting as well (for backwards compatibility).
(this was one of the first things I asked the Flash Player architect about when I worked on that team)

AS3 Detecting Borders in Bitmap

I need a library which, fed with a bitmap, returns me an array of rectangles with coordinates and dimensions of the different areas found in the image.
I'll give a graphic example:
From this:
I want this:
Or from this:
I want this:
Is there such a library?
If I want to write one on my own where can I start to inform myself about it?
To my knowledge, the best you'll find are image filters, and color conversion methods, but not the kind of complicated edge detection you're looking for.
Of course, your query supersedes the canny edge detection, and is focused on image boundaries, but I've found no material on that even beyond AS3.

AS3 AIR TextField Glitch (flickering on TweenMax.to)

Hey I'm wondering if anybody else is having this issue or could suggest a hack? Whenever I get too much going, like too many clips on the stage, then too many TweenMax tweens, my TextField objects will start flickering, sorta like they are rendering over and over again. It looks terrible and I'm wondering if there is some known workaround? It only seems to happen with the text, so I'm wondering if I could somehow render it as a bitmap after drawing it the first time?
This was happening earlier if I would fire off too many tweens at the same time. Now it's happening because I added filters to the containing object. Seems like if things get too intensive then the text fields start flickering. Tested this on both Mac Air and Mac Pro. Suggestions?
You could try setting cacheAsBitmap on your TextFields.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/DisplayObject.html#cacheAsBitmap.
There are a few threads (like this one http://www.kirupa.com/forum/showthread.php?345755-TextField-with-CSS-and-cacheAsBitmap) suggesting that CSS formatting and embedded fonts get a little messed up, so you may have to experiment with the order in which you add things, set their formatting, and cache them.

Alternate of masking technique to ignore mouse event on parts on asset

In my isometric flash game I have some models with long shadows. I want to ignore the mouse events (move, click, down and up) when the user performs any action on the shadow part of the image. (see sample image)
I know there is a way we can do it by creating a mask in flash. But what if I want to handle it on the .png images (bitmap)? Do I need to create a mask image for all such images? I think it will be very big deal unless there are easy ways (using tools in Photoshop).
Update:
Looking for a "codable" solution to handle the shadows (like the one Richie_W said
Get the pixel colour value where the mouse was clicked - If it is the
shadow colour you can then ignore the click
NOT a solution which involves art work, like creating mask asset or creating shadow asset etc
My friend told me cityville is not using masks but they are handling from code.
Does any one know how it can be done? OR
It can't be programed and only way is to create masks?
There are a number of options you could try (IMO in order of solution quality):
Update your system to seperate out the shadow asset from the thing casting the shadow. From there it is easy to only attach a click listener to the correct asset. This system allows for future improvements such as changing the shadow asset at runtime (Different times of the day etc) without having to deal with updating the click listener node.
Get the pixel colour value where the mouse was clicked - If it is the shadow colour you can then ignore the click. This is a pretty flaky solution but quick to implement.

Apply css to AREA MAP

I'm created a very large map with many poly areas (over 20 coordinates each) for regions within the map. However, you can't add css to the AREA tag as I was told it's not a visible element. What I want to do is when the user hovers over an area on the map, I want it to be "highlighted" by applying a 1px border to the specific AREA element. Is there a way of doing this? No, I'm not going to resort using rectangles.
Not possible with CSS.
You might check out the Map Hilight jQuery plugin, though.
EDIT 10.2011
ImageMapster is a more recent, and more powerful plugin you should also check out.
If you want to be able to use arbitrary shapes and still use styles, have you considered trying SVG?
I'm not an SVG master but here's an example I whipped up: http://jsfiddle.net/tZKuv/3/. For production you may want to replace the default stroke with none, I used gray so you can see where it is.
The disadvantage is that you'd lose the ease-of-use area/map gives you, but I imagine you can accomplish your goal if you go this route. I added cursor: pointer to the polygon and you can add onclick handlers to simulate the href of <area>.
An obvious caveat is browser support. This seems to be working in Chrome, and I am pretty sure it should work in IE9 (jsfiddle's not working in IE9 at the moment), but previous versions of IE don't support SVG.
Update: Made a quick test page to test IE9. It does indeed work as expected. Here's the source.
Update again: This would also solve the zooming problem you asked about in another question.
Nope, there is no way to do this as you describe. I've researched it and tried. What you can do is set up mouseover events on the various segments and swap some overlay image that is shaded in the same area.