![]() CocoaPods version 1.11.2 Chrome - develop for the web.Xcode at /Applications/Xcode.app/Contents/Developer.Xcode - develop for iOS and macOS (Xcode 13.2.1) Java version OpenJDK Runtime Environment (build 11.0.10+189).Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java.Platform android-31, build-tools 31.0.0.Android SDK at /Users/nexus/Library/Android/sdk.DevTools version 2.9.2 Android toolchain - develop for Android devices (Android SDK version 31.0.0).Flutter version 2.10.1 at /Users/nexus/dev/sdks/flutter.Flutter (Channel stable, 2.10.1, on macOS 12.2 21D49 darwin-arm, locale en-GB) Android Studio at /Applications/Android Studio.app/Contents.Try setting CHROME_EXECUTABLE to a Chrome executable. Chrome - develop for the web (Cannot find Chrome executable at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome) ![]() Java version OpenJDK Runtime Environment (build 11.0.10+165). ![]() Platform android-32, build-tools 32.0.0.Android SDK at /Users/admin/Library/Android/sdk.Android toolchain - develop for Android devices (Android SDK version 32.0.0) Flutter version 2.10.0 at /Users/admin/Downloads/flutter. ![]() I am guessing that the problem is with the assignment of the objets in the array, but i can' t find what is causing it.Flutter (Channel stable, 2.10.0, on macOS 12.2 21D49 darwin-圆4, locale ru-RU) Attached is an image showing the way of touc$$anonymous$$ng if the explanation is confusing. > 2: Release the first touched object, release the second touched object, release the t$$anonymous$$rd touched object - You shoud release in the order the object was touched.ĥ - Only the first object stops, the second, 3rd are continue spinning. If (spinSpeed 1: Touch one object, then addTouch second one, then addTouch t$$anonymous$$rd one. SpinSpeed -= ltaTime * startRotateSmooth If (spinSpeed >= maxRotateSpeed) // If the smoothStart exceed the max speed = maxRotateSpeed SpinSpeed += ltaTime * startRotateSmooth // Start the spin smoothly Public var maxRotateSpeed : float // max speed to stop accelerating Private var minRotateSpeed : float // the minSpeed before it stops Public var startRotateSmooth : float // Smoothly start spinning Move them infront camera and add BoxCollider with trigger ON.Ģ: Add that script to each of the cubes: #pragma strict I will try to explain as best as possible what is happening with a real example.ġ: Create (say) 4 cubes. > In my example camera is facing Z-Forward The scripts were written t$$anonymous$$s way, because the game was initially made for PC/MAC and i preffer to keep the OnMouseDown / Up functions and just call them with the touch. Problem is that if i multi touch few objects and release them in the same order of touc$$anonymous$$ng, only the first object stops, the other 2 continue spinning. Short explanation: I am trying to have few objects, that shoud start spinning when i touch / hold on them and stop when i release them. Below is an explanation, thanks if advance for the help :) I am having weird problem with multi touc$$anonymous$$ng and releasing 3D objects on the iOS. ![]()
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