Closed natezzz closed 8 years ago
Are there left tasks which you should do before we start to implement touch interaction features? If there are not, we review your code in order to merge :+1:
@tomoasleep Nope, except that I haven't tested the code because I don't have a Leap Motion at hand. If with Leap it can display screenshot correctly, then it's okay to merge.
OK, we check and review your implementation :+1:
@Sushisushi-sandesu/leap-team というわけでよろ :pray:
:eyes: :+1:
I think the default code format of MonoDevelop is Mono, but it is ok to space between method names and parentheses.
@tomoasleep Yes. The default is Mono style. However I used "visual studio" style for this code.
Ah. Clicked "close" by accident.
I see :bowtie:
I think your code style is different from Visual Studio code style in if statement and method call. https://msdn.microsoft.com/en-us/library/ff926074.aspx
@tomoasleep Yes. The Mono formatter didn't format the code completely according to the Microsoft convention. I don't know why. Maybe we should use mono style instead?
Looks good to me (OK to merge if another one says OK)
Forget to check if it moves... I check it now.
thank you!
On Dec 2, 2015, at 13:02, Tomoya Chiba notifications@github.com<mailto:notifications@github.com> wrote:
Forget to check if it moves... I check it now.
Reply to this email directly or view it on GitHubhttps://github.com/Sushisushi-sandesu/sushi/pull/11#issuecomment-161174860.
I tried to build the code, but the following error occurred.
Assets/Scripts/ScreenShotScript.cs(3,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing a using directive or an assembly reference?
I think the namespace UnityEditor can be used only for Editor scripts. http://answers.unity3d.com/questions/316805/unityeditor-namespace-not-found.html http://answers.unity3d.com/questions/576746/build-error-the-type-or-namespace-name-unityeditor.html
@Sushisushi-sandesu/all Review plz.
Please hold. The audio is not working correctly. Need to fix
@Sushisushi-sandesu/all Review plz.
Now master is merged into camera-app. @Sushisushi-sandesu/all ready for review.
good 😎
@ganmacs It is working?
Not checking it is working in my environment. i just read code. Is it working in your environment,isn't it?
Yeah it is working fine.
awsome👌 let's merge👌
@natezzz from now, i will confirm to run. plz wait a minute :hand:
Ok thank you
Anyway, should I need to build stand alone? Is running procedure same as sample app?
@takuti it should work in the preview and also as a standalone. Settings are the same
hmm...my preview window is:
There is a white screen to show captured image, but camera doesn't work by pressing F. Do you have any idea?
@takuti Sigh... This is the same problem happened last time we I check the camera app with Leap Motion. It doesn't seem to capture the image taken by Leap.
I don't have a leap at hand so I cannot fix it yet.
@takuti I think it happened because the image taken by Leap Motion is not part of the scene. Need to implement some workaround. E.g. Display the image on a canvas whenever taking screenshot etc.
@natezzz I see. So, how did you check if it works?
@takuti It captured whatever components I put on the screen. And it also captured the warning sign after running. So it's just the Leap's image is being ignored.
@takuti if you add some buttons into the scene, it should be capturing them.
The original UnityWebcamSample worked fine because it was capturing the image on a canvas. Now there is no canvas. I think that is the problem.
@natezzz
> And it also captured the warning sign after running.
really? i wasn't able to capture that..
When I run that, LastScreenShot canvas emit warning as The referenced script on this behavior is missing
@takuti Really?? In that case the problem is with the .meta files.
I think so. ScreenShotScript is not loaded by the canvas. I will try again from the beginning....
@takuti On this page, it says if the .meta files are messed up, it will report "missing scripts"
@takuti Can you try go to Edit-Project settings-editor and change the meta file settings to "Visible meta files"?
@takuti It would be awesome if we could meet after 輪講 to deal with this problem...
@natezzz Tried again from git clone
, but it didn't work. Also, visible meta files
shows no positive effect.
ScreenShotScript is not connected to the canvas. ---> connect ---> lots of errors like NullReferenceException
!!!!
@takuti Can you show me a screenshot of the unity console screen after pressing "F"?
It works (also w/ LeapMotion cam)!!
All errors are caused because,
all of them are not loaded in an initial cloned repository.
ああああああああああ、泣きそう @takuti
@takuti But what caused it not to be loaded though?
But it's awesome that it worked!!
:tada: :tada: :tada: :tada: :sun_with_face:
@natezzz I don't know...are any important files describing connection between the canvas and related files in .gitignore...?
After solving the initial loading problem, we can merge this pull request :fearful:
@takuti Yes!
However I think the .meta files in this commit are indeed broken.
@natezzz Now my sushi project repo works correctly, and current output of git status
is
On branch camera-app
Your branch is up-to-date with 'origin/camera-app'.
Changes not staged for commit:
(use "git add/rm <file>..." to update what will be committed)
(use "git checkout -- <file>..." to discard changes in working directory)
modified: Assets/_Scenes/CameraScene.unity
deleted: Assets/_Scenes/MainScene.unity.meta
modified: ProjectSettings/AudioManager.asset
modified: ProjectSettings/DynamicsManager.asset
modified: ProjectSettings/EditorBuildSettings.asset
modified: ProjectSettings/EditorSettings.asset
modified: ProjectSettings/GraphicsSettings.asset
modified: ProjectSettings/InputManager.asset
modified: ProjectSettings/NavMeshAreas.asset
modified: ProjectSettings/NetworkManager.asset
modified: ProjectSettings/Physics2DSettings.asset
modified: ProjectSettings/ProjectSettings.asset
modified: ProjectSettings/QualitySettings.asset
modified: ProjectSettings/TagManager.asset
modified: ProjectSettings/TimeManager.asset
Untracked files:
(use "git add <file>..." to include in what will be committed)
Assets/Scripts/ScreenShotScript.cs.meta
Assets/_Scenes/CameraScene.unity.meta
Hence, the reasons will be in them.
Added basic functionality for camera app. (Take screenshots by pressing F key)