https://www.bbc.com/news/technology-51133811?fbclid=IwAR1DTRf1GvUPH8AUh7MsLf8EUN1Uf1UCTFrkKKg8fIKWJUo_vUobJ9YvCEg

 

Yoda2016 發表在 痞客邦 留言(0) 人氣()

https://time.com/5765534/vladimir-putin-russia-constitution-medvedev/

 

Yoda2016 發表在 痞客邦 留言(0) 人氣()

https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/

 

Yoda2016 發表在 痞客邦 留言(0) 人氣()

http://www.bbc.com/travel/story/20190813-omans-ancient-biblical-scent

 

Yoda2016 發表在 痞客邦 留言(0) 人氣()

A easy way to recognize mouse and finger strokes on screen. Recod every point of the storke and check the current point and last point's relative direction. The diection lies on 0~360 degree. Separate 0~360 into 8 even sectors, every sector covers 45 degree range ; Up : -22.5~22.5, Upright : 22.5~67.5, Right : 67.5~112.5, Rightdown : 112.5~157.5, Down : 157.5~202.5, Downleft : 202.5~247.5, Left : 247.5~292.5, Upleft : 292.5~337.5. Give the 8 direcions numbers 1~8respectively. Record the direction when direction changes. For example, when write a storke toward 30 degree then turn the direction to 120 degree. You will get a sequence number 24. Then according to the number to check which symbol is written. Usually handwriting doesn't turn the direction sharply so the sequence number may be many. For example, when write L,  the sequence number may be 53, 543. When write N in one stroke, the sequence number may be 141, 13431, 1341, 1431. You should build the database for any posibilities. This way can't identify the lenght of the stoke so if the two symbols have different length of stokes but turn the same directions, theny may not be identified. You should specially handle the case since this is just a simple symsem. Even though this way is enough to recognitize many symbols. The following demo shows >, <, 一, | and N handwriting recognition.

 

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1. 以系統管理員身份執行SDK Manager.exe梗新到最新版。

2. Unity 裡面的 res 資料機複製到Plugins -> Android 裡面

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經過上次利用進出parent物件的方式,實現了魔術方塊的app~~~

android apk 下載 : 

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雖然transform.Rotate() 可以旋轉物體,但一旦旋後x,y,z的軸就會跑掉,沒辦法持續作出垂直或平行於地平線的旋轉。

方法之一就是放一個外殼,每當外殼完成一次旋轉後座標歸零,但裡面的東西不歸零。

Yoda2016 發表在 痞客邦 留言(0) 人氣()

用UNET的功能作了一個E-Card的prototype~~~~雖然規則簡但因為考慮卡片要動態移動以及連線功能還是花了些時間~~

 

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可在Edit => Project Setting => Time 中更改

再用Debug.Log(Time.deltaTime.ToString()) 顯示

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