Does anyone tried this before?
I am trying for a while and I have managed to get the "Invalid data file error" when loading the project into meteor page.
It is pretty far for a noob, but not working yet so I've tried the most famous solutions to correct it:
- I've renamed the "UnityProject.unity3d" file to .zip and .jpg extension and in the js reference as well
(this is a common hack to trick the MEME issue for some servers)
- I've translated the UnityObject2.JS to be read by Meteor environment with no error
- I've removed the DOCTYPE two code lines from the UnityProject.HTML file, so Meteor can stop complaining about it :)
Nothing worked so far ... unfortunately.
Any ideas?
Ok guys, good news.
I've got it and I am going to describe some kind of "Hello world!" between Meteor and Unity3D.
- Create Meteor Project
- Erase all files Meteor creates for you.
- Upload both "Unity Project Web Player Built" files to your project:
1- The .HTML file
- You have to delete the "DOCTYPE" and "html" lines in the beginning of this file
2- The .unity3d file
- You may need to rename it to JPG extension so most of the servers can load it
- If you did that, you will need to change the reference inside the .html file, like this:
u.initPlugin(jQuery("#unityPlayer")[0], "/WebPlayer.jpg");
Notice the '/', this is something you need, because this file (unity3d renamed to jpg) will be in your public folder, so meteor can find it.
That is it, no translation, no nothing, just a few adjustments.
Hope it helps someone.
P.S.: By "Unity Project Web Player Built" I mean the two files Unity3D creates when you build some Unity3D project to Web Player.
Wow - sorry it's taken me so long - and sorry for the bump. I'm the person who gave the original talk and I totally did not see this question! I'm sure it's long outdated, but for the record, yes, we published our code here:
http://ump.voidalpha.com
(UMP = Unity Meteor Pong)
If you scroll down to the bottom, there should be a couple of links to the C# and JS code that helps build the bridge between the two.
Hope that helps!
Aaron
I don't understand anything in Unity3D but some other people do. And they came to one of Meteor Devshop and have given this talk about their Meteor app and a Unity game: https://www.youtube.com/watch?v=7HCUNJUvAek
Related
I created a PremierePro Extension which could download and import a file to a project. The same extension unfortunately does not work under Photoshop, because the host scripts app instance doesn't contain a project. I tried out different formats like .psd, but no project appears.
hostScript.jsx:
app.project // === null
I import the file I downloaded by this command:
csInterface.evalScript("app.project.importFiles(['" + fullPath + "'])");
Due to the fact that I can't debug the host scripts I'm a bit stucked.
I havn't found an example of importing files to photoshop either.
Does anyone have a clue how to import a file to photoshop, or is there another way to create a explicit project?
Photoshop doesn't have projects, in fact dom for all of the Adobe products is slightly different. You can check PS JS reference (https://wwwimages2.adobe.com/content/dam/acom/en/devnet/photoshop/pdfs/photoshop-cc-javascript-ref.pdf) for more info. For example you can open files with app.open().
To debug hostscripts I encapsulate everything to functions with try-catch (and never call for dom functions from csinterface), but I think there're also more comprehensive solutions.
It's just the open command:
csInterface.evalScript("app.open(File('" + encodeURIComponent(fullPath) + "'));");
I have a SS3.x module that I have forked, pulled down from it's fork via composer, and started porting to SS4. So far so good, except when it comes to Requirements.
I'm using the Requirements format found in existing code in another module, which has a colon-separated format as follows:
Requirements::javascript('company/mymodule:javascript/SortableUploadField.js');
This file exists in the module at /vendor/company/mymodule/javascript/SortableUploadField.js. However on page load, I have a 404 in console as SS is looking for this file at /resources/company/mymodule/css/SortableUploadField.css. And this does not exist.
I added the following to my composer.json file for the module as I saw other modules doing this:
"extra": {
"installer-name": "sortableuploadfield",
"expose": [
"css",
"javascript"
]
},
And ran a composer update. But the /resources directory does not appear for this module (other modules are there). And I can't find any information online on how this is supposed to work.
Edit: As a sidenote, I wonder if the documentation for Requirements is misleading? It omits this caveat with modules and mention of the resources directory at all. If that documentation is meant only to convey the process for working with JS/CSS in normal mysite development, then it is just a bit confusing because the code samples us everywhere. Which wouldn't be a direct url to something in /vendor, surely.
Found this after tracing code that basically used the /resources directory. Short answer to my query is simply running
composer vendor-expose
This calls the VendorExposeTask that does this copying. The only other place I found this task being used is on VendorPlugin install method. So I assume that other than the above command, the only way SS actually does this on your behalf is on initial install of a module.
I am very confused right now. I have VS2008 at my job right now and I have a weird behavior that I have been searching for a while now.
When I compile the project, it works fine, but in runtime I have an error saying object not defined or something like that. The problem is that the imports/using is missing in my class but why does it compile?
In fact, I want to be able to see that error when compiling not when running the webapp.
REEDITED: Here is an example. Lets say i want to use a typed list, I am declaring my object list(of int) for example without having added my imports (system.collection.generic) in the class. then I compile, it works and then I run it, it fails because of the imports missing. is this normal behavior or not?
REREEDITED: I just noticed that the DLL of all my references were not copied in my bin folders even though all of them are set to "Copy local = true". Is it possible that it has to do with our shared directory (all external dlls) being on a network drive (\server\shared). I am really out of ideas on this issue....
problem was because we were having the classes in the app_data folder
The answer to the current question - why you are getting this error - is that ASP.NET does not show many errors at compile-time. You will need to manually go through the application to verify that all pages work correctly. This is very common with ASP.NET development, due to the nature of the environment.
If you post the real errors (probably should be as another SO question), we can perhaps help you with them.
Remove all the dll, etc from bin...
rebuild the whole solution then run
It should run fine...
Dear all, I am working on flex3 and want to update my application by flex3 autoupdate. When my installed application runs, my checkUpdate function calls the autoUpdater code. It starts but when it reaches to 100%, it shows this error: "There was an error downloading the update. Error# 16824"
My mxml code is here http://tinypaste.com/92138b and server xml code is here http://tinypaste.com/e3792
Please guide me.
Many Thanks
Google is your friend for this one; it looks like you forgot to update the application descriptor version number in the updated version on the interweb.
http://dezeloper.wordpress.com/2010/01/21/adobe-air-updater-error-16824/
I was unable to see your code as our work router blocks tinypaste. That said, however, I can tell you that air updates done via the ApplicationUpdater class are all based upon the updater xml file that you create/copy-out-there, and the xml file used for the compiler that sets the filename, version, application ID, etc. (most of which is used for the exe-compiler/exe-wrapper that facilitates the "bridge" between the OS and your compiled actionscript code). This link, might help: dezeloper.wordpress.com.
All-in-all keep debugging. The ApplicationUpdater class is one that was relatively well-written and is pretty self-explainable... once you get past this bug, there are a couple more that might be a sync-the-xml-text pain-in-the-butt. For example... I can tell you that in AIR 1.0 (and this may still be true in recent releases) if you made a change to your application xml file, and you're compiling from eclipse/flexBuilder/flashBuilder, you had to "project > clean" for those xml options to get picked up.
Best of luck,
Jeremy
I want to know a bit more about 'xmlns:mx="http://www.adobe.com/2006/mxml". Generally namespaces acts as the pointers to the component location, but I've always seen them directing resources within local directory structure. When 'xmlns:mx="http://www.adobe.com/2006/mxml"' is used than is a new connection is set with adobe server or is it just a convention?
If an actual connection is set then the application should not get compiled without internet connection but in reality we can compile and run our application without internet connection as well !! Plz correct me if I am wring somewhere.
Please help me understanding its significance,
Thanks in advance.
Ashine.
It's just an identifier that with the use of flex-config.xml file (you can find it in your $SDK_HOME/frameworks folder) points to mxml-manifest.xml file which contains definitions of classes that you can use by "importing" specific namespace.
It's just a convention. Try actually following the URI, the page doesn't exist!
Namespaces aren't the same as directory structures btw... The actionscript compiler cheats a lot to make it look that way.
The URL is known as a namespace URL. Not all namespaces are directory structures. But, it takes quite a bit more work to create a namespace URL; whereas directory namespaces are almost automatic.
To create a namespace URL, you need to use a library project and add a manifest.xml file.
The documentation is really light on this topic. But, I demo about this in the last episode of The Flex Show's screencast series on creating custom components and in an episode of the Flextras Friday Lunch.