mesh – Show meshes in orthographic views in Unity editor

A long time ago I used to map using GtkRadiant and then UDK. Both of these editors had both 2D and 3D viewports at the same time, so you could do your floor plans in 2D and easily do alignment and such, and use the 3D view to get a feel for how the resulting scene looks:

https://www.computerhistory.org/revolution/computer-games/16/202/856

https://i.ytimg.com/vi/AMa5e2BQbOM/maxresdefault.jpg

Unity’s editor defaults to a single 3D viewport, which works, but is quite fiddly and frustrating to build complex environments with. I’ve found that Window > Layouts > 4 Split gives me 3 orthographic views and a perspective view, but meshes aren’t visible in those orthographic views, only gizmos, so they cannot be used to map out floor plans and the like.

Unity 4 Split

I’ve poked around in the menus along the top of each viewport and can’t find anything to show meshes. If I switch any of them to perspective, meshes immediately appear, but disappear again on switching them back to orthographic. This suggests to me that Unity has some kind of internal filter on meshes when looking through an orthographic camera, and that it isn’t any other setting hiding them.

Is there a way I can make Unity show wireframes of meshes in these viewports without making them perspective viewports?

editing – Hello how to make template editor app in android studio like festival photo editor app

editing – Hello how to make template editor app in android studio like festival photo editor app – Android Enthusiasts Stack Exchange

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unity – Model missed by both EventSystem.current.RaycastAll and IPointerClickHandler unless disabled and re-enabled in the Editor

I have a situation where a model is ignored in favour of one behind it. The rear model is returned by EventSystem.current.RaycastAll, and the front model’s IPointerClickHandler callback isn’t triggered if the rear model is present. The rear model does not implement IPointerClickHandler (or pointer up/down handlers, etc). Both these things work on the front model if the rear model isn’t there.

Debugging shows that the Raycast is only returning one result. By comparing behaviour when the rear model is and isn’t present, I can verify that the distance value in the RaycastResult is greater when hitting the rear model than when hitting the front model.

I can “fix” the problem by using the Inspector to disable and re-enable the front model.

Here’s the problem and the “fix” in action:

enter image description here

Higher quality version here.

EventSystem.current.RaycastAll is used to power the tooltips, and IPointerClickHandler is (unsurprisingly) used to get the cube model to react to clicks.

Unity version: 2020.3.11f1

Unity: Model missed by both EventSystem.current.RaycastAll and IPointerClickHandler unless disabled and re-enabled in the Editor

I have a situation where a model is ignored in favour of one behind it. The rear model is returned by EventSystem.current.RaycastAll, and the front model’s IPointerClickHandler callback isn’t triggered if the rear model is present. The rear model does not implement IPointerClickHandler (or pointer up/down handlers, etc). Both these things work on the front model if the rear model isn’t there.

Debugging shows that the Raycast is only returning one result. By comparing behaviour when the rear model is and isn’t present, I can verify that the distance value in the RaycastResult is greater when hitting the rear model than when hitting the front model.

I can “fix” the problem by using the Inspector to disable and re-enable the front model.

You can find a video of the problem and “fix” in action here: https://imgur.com/a/Oku79iB

EventSystem.current.RaycastAll is used to power the tooltips, and IPointerClickHandler is (unsurprisingly) used to get the cube model to react to clicks.

In Capture One 20, is there a better way to add titles & captions other than in the IPTC field editor?

In Capture One 20, if I want to add a title and/or caption to a photo, where should I write them? I can’t seem to find a user interface element in C1 where I can write titles and captions more directly than the ITPC field metadata panel. Editing the IPTC fields is kind of awkward; the list of IPTC fields is long, the input elements are only 1 line high (making it hard to write multiline text), and the most relevant fields are also spread out (“Description” is under IPTC – Content while the title is under IPTC Status). This seems strange when compared to many other photo applications that support editing title & caption more directly and elegantly.

enter image description here

I feel like I’m missing something obvious, and that there’s another place to write them, and I hope someone here will know a better way.

7 – ckeditor not loading rich text editor by default

I’m running CKEditor 7.x-1.19 with Drupal 7.80.

With “Default editor state” set to Enabled, and “Show the disable/enable rich text editor toggle” set to Show, my system is still loading the plain text window. I can then manually toggle to the rich text editor. I see this when creating new nodes or blocks, and also editing existing nodes and blocks – I think anywhere I’d expect the editor to load.

I’m running jQuery update 1.10 as the default version, and Default jQuery Version for administrative pages.

I’ve tried comparing this system to another where I don’t see the same behavior, but I’ve not been able to determine a difference.

Thank you in advance for any suggestions.

asp.net core – Syncfusion Rich Text Editor in Blaozr taking time to load

I am using a sync fusion rich text editor and in the model I am using string property to bind the value, the problem which I am facing is, it’s taking 8-10 seconds to load even after the entire form loads I have to wait till the rich text editor loads completely.

block editor – How to find out whether a plugin is used in pages or posts?

I need to find whether any element of the so many Gutenberg- or Elementor-elements have been used in posts or pages.

Example:
I want to deactivate an Elementor Addon Plugin, which creates accordeons
I need to know where this Addon Plugin was used in posts or pages, if not I can deactivate / delete it, if yes I have to replace the output by other elements

Unfortunately I never saw something like a “used in”-list

Any ideas please? I would be happy!

applescript – How to understand Script Editor dictionaries?

I found here an interesting example of Apple script commands such, for instance,

tell application "System Events" to get properties of every desktop

and I would like to understand, where these commands are documented. I found the explanation for the tell command, and I understand that we have to use the “Systems Events” app for this task. I even discovered the “Script Editor” app and inside it, I opened the Dictionary for “System Events”, and find plenty of definitions, which are likely methods we can invoke on the “System Events” object.

However, I did not find any explanation of the keywords get or every in the above command. Using the Search field and entering “get” and “every” did not bring up anything useful. Perhaps they are some keywords with a predefined meaning.

I could type “desktop” in the search field, and find as explanation something like this (abbreviated):

desktop n : desktop picture settings
elements
contained by application.
properties

name (text, r/o) : name of the desktop

id (integer, r/o) : unique identifier of the desktop
….

My guess is that ‘desktop’ is the instance of some object, which in turn is contained inside another object of class application, and that we can send it methods such as name or id. However, I don’t see any relationship to the tell application command above, and how we could logically conclude from this Dictionary explanation that this command would magically show us information about the desktops.

My programming background is Ruby/Python/Perl/C++/zsh and a bit of Haskell and Java, and I thought I would be able to understand library references of other languages somehow, but this one is too much for me…

Any help appreciated!

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