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Messages - Adehlin

Pages: [1] 2
1
Support / FlyToCity issue
« on: March 17, 2019, 04:17:34 AM »
Hi,

I'm using Zoom Tilt together with the Keep Centered = enabled. When calling the FlyToCity API the 1st frame, it looks like the Zoom Tilt and Keep Centered is ignored (like its values are set to 0 and disabled). As a consequence, the screen is making a very small flickering (for the 1st frame). In the Editor, it's barely noticable but on a mobile unit using less FPS, it's more annoying.

Can you please take a look what could be causing this?

Thank you!

2
X-Frame FPS Accelerator / Re: X-Frame and World Political Map
« on: March 01, 2019, 02:53:24 PM »
Hi,

Sorry for late reply!

I can confirm this simple line of code solved the problem. Thank you very much for the support! :)

3
X-Frame FPS Accelerator / Re: X-Frame and World Political Map
« on: February 26, 2019, 03:54:09 PM »
Hi,

One step forward, but when clicking/tapping outside of the globe (e.g. in the skybox) it won't work any longer. After a click/tap it's not possible to interact with the globe unless I disable/enable the X-Frame component.

I've reviewed the WPMinternal script but am struggling to identify what's causing this new issue.

4
X-Frame FPS Accelerator / X-Frame and World Political Map
« on: February 26, 2019, 04:40:38 AM »
Hi,

I'm using your World Politcal Map together with X-Frame (and Beautify) to provide 3 different quality settings. Basically:
Low = X-Frame (Beautify disabled)
Normal = Beautify (X-Frame disabled), Best Performance, Bloom off
High = Beautify (X-Frame disabled), Best Quality, Bloom on, PostProcessing (anti-aliasing)

The user can set the different levels in run-time, via a toggle group.

The issue I'm having is when the user selects Low (i.e. X-Frame gets enabled). The interaction with the globe acts weird. Most of the time it doesn't work at all (i.e. I can't rotate the globe), except for the zoom which is always working. Sometimes I can interact with the globe but it's not very responsive and after a couple of seconds it's no longer interactable. This issue occur both in the Unity editor as well on a mobile device.

I've been using X-frame out-of-the-box settings more or less:
https://imgur.com/a/m4RYVgo

In the WPM, I'm using Camera Rotates and Camera Moves.

Is there something I've missed?

Thanks!

5
Support / Re: Clamp issue with earth textures
« on: February 24, 2019, 01:51:15 PM »
I've tested the beta on the tablet and I can confirm it does fix the issue. No artifacts around the edges any longer.

Excellent and thank you very much once again!

6
Support / Clamp issue with earth textures
« on: February 23, 2019, 01:41:40 PM »
Hello!

In the Unity editor as well as on a Samsung Galaxy 9 it's all looking fine. But on another high-end ARM device (using Android 9) as well on a Huawei MediaPad tablet I do see the 4 earth textures (used in 16k Natural Scenic Scatter) aren't being wrapped in a nice way. As you can see on below image, there's a not-so-good-looking jagged white edge between the textures.
https://imgur.com/3r4KpYj

I'm using the default Import Settings (i.e. Wrap Mode = Clamp).
https://imgur.com/qkAKfMg

Any idea how this can be fixed?

7
Feature Requests / Re: Smooth Rotation Deceleration
« on: February 19, 2019, 03:34:07 PM »
Works very nice! Thanks a lot for adding this feature!

I think it's a great user experience improvement to the asset. In my mind, I think you should use this new feature in the presentation of the product. Well working interaction with the globe is a good selling point.

8
Feature Requests / Re: Smooth Rotation Deceleration
« on: February 12, 2019, 04:02:19 AM »
Hi again,

I've noticed it's not possible to have both "Constant Drag Speed" and "Damping Duraion" enabled at the same time. I understand it's due to the current design. But... do you see any possibility to actually have both features enabled at the same time? What I mean is, the earth/camera rotation should be responsive to drag moments (i.e. closely follow the finger on mobiles when dragging) + once the finger is released the earth/camera should continue to rotate and de-accelerate according to the Damping duration.

They do have this in apps like Google Earth and it is an quite neat user experience.

Is it something you could consider?

Thank you!

9
Feature Requests / FlyTo in combination with Zoom Tilt
« on: January 15, 2019, 01:25:12 PM »
Hello!

When I'm using the FlyTo API together with Zoom Tilt (0,4) and Camera Moves settings, my camera do end up in a bit awkward position. If zoomed out it's not a big deal but when zooming in, the city located in the bottom of the screen. See below example:
https://imgur.com/a/LVMUoGD

I need the city to be in the center of the screen, even though I'm using Zoom Tilt and Camera Moves. I've been trying to add fixed Vector3 values to offset the camera but values that work for, for example, Chicago will not work for, for example, London.

I noticed your video using FlyTo and have above settings and it seems like you're experiencing the same issue but it's not very noticeable since your camera is considerably far away from the earth.

Would you mind take a look at this?

Thanks!

10
Feature Requests / Re: Smooth Rotation Deceleration
« on: January 09, 2019, 12:10:46 PM »
Awesome! Working just like I want it too!

Thanks once again for the incredible support!

11
Feature Requests / Re: Smooth Rotation Deceleration
« on: January 09, 2019, 06:12:09 AM »
Even though "Constant Drag Speed" is unchecked the earth stops in litterally a millisec. Yes, it's smoother compared to Constant Drag Speed, but still, 0.01 sec for de-acceleration is too quick for me (perhaps something is incorrect in my settings...?).

Yes, it would be awesome to have an additional setting which would allow me to define the number of seconds between mouse-release / touch-release (rotation continues) and the moment the earth/camera has fully stopped rotating.

12
Feature Requests / Smooth Rotation Deceleration
« on: January 09, 2019, 03:58:49 AM »
Hi,

I know the topic has been up before but the "Constant Drag Speed" isn't doing the job I need it to do.

When rotating the earth the rotation abrupts immediately as soon as I let go of the mouse button. I would like a setting where I can define for how long time the earth should de-accelerate before stopping completely. In my scenario I would like the earth to continue spinning for 3-4 additional seconds after releasing the mouse button / touch input, but slowly decrease the rotation speed.

Is it possible you think?

I'm using:
Camera Rotates
Speed: 0,5
Allowed axis: Both
Keep straight: checked
Everything else in this section is unchecked (i.e. including Constant Drag Speed)

Thanks!

13
Support / Re: Calculate the midpoint between two cities
« on: December 29, 2018, 08:22:50 AM »
Got it! Works fine now!

Thanks a lot!

14
Support / Re: Calculate the midpoint between two cities
« on: December 29, 2018, 06:57:45 AM »
Hi again!

Turns out the "normalized" command makes the sprite appear way of the surface of the globe, in outer space. I've reused the sprite script (AddMarker) from demo 02, but for the globe I'm using scale 1 instead of 50 which is used in the demo.

If I simply remove the "normalized" it do place my sprite at the surface but since it's ignoring the magnitude of earth it's of course a non-ideal solution.

What I would like it to do is to:
1. draw a line between 2 cities
2. in the midpoint, right over the drawn line, create a sprite

Any ideas on this one?

15
Support / Re: Calculate the midpoint between two cities
« on: December 27, 2018, 04:07:09 AM »
Awesome! Thanks for the quick reply! :)

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