A few months back I published a blog post about how to integrate Unity3D within a native iOS application. This tutorial was written for Xcode 6 & Unity 4 and in the comments there were a lot of requests for a new tutorial.
Tonight I found the time to make the video tutorial on how to integrate Unity 5 in a native iOS app with Xcode 7, so I hope you enjoy it!
Apple added a touch-sensitive layer to the screen of the brand new iPhone 6s (plus). With the coming of this new screen, they’ve added some new UI interactions like application shortcuts and peek and pop.
In this 3D touch peek and pop tutorial I will learn you how to implement this new way of interacting with your content by building a photo gallery. When you press hard on the screen you’ll see a preview of the image and if you press really hard the preview will pop into a detail view.
At the end of this tutorial I’ll show you how to add preview actions. This way you can interact with the content without going to the detail view. You can do this by swiping up while you are previewing the content.
With the introduction of the iPhone 6S (plus), Apple added a pressure-sensitive layer to their screen. This creates a bunch of new UX possibilities for creating apps. It’s possible to do a hard press on an application icon and get shortcuts which take you to a specific point in your app. For example, if you do a hard-press on the Photo’s app icon you can quickly search for an image, check the most recent images or see your favourites. It’s also possible to make these quick actions dynamic, meaning that you can add and remove actions based on the state of your application.
In this tutorial I will show you how you can add these quick actions to your application icon.
Last year I published a blog post about how to integrate Unity3D within a native iOS application.
Last week I found a better way to integrate Unity3D within a native iOS app, which also eliminates some issues with my previous version. Because it’s quite a long explanation to do and I noticed in my previous blog post that not everything was crystal clear, I’ve made a video tutorial how you can achieve this.
For a project I needed to add a UIPickerView with custom cells using AutoLayout. UIKit allows this via the UIPickerViewDelegate method pickerView(_:viewForRow:forComponent:reusingView).
The cell just needed an UIImageView and UILabel, so I thought it would be pretty straightforward to do, but there are some caveats you need to know. Big thanks to Tom Adriaenssen for pointing them out and not ruining my Sunday afternoon 🙂
Too many times a client has asked to add a sliding image gallery to an iOS app, so I wrapped it up in a little component. You can download it from GitHub.
Introducing an image slider gallery for Swift
I took some time to write this component, so it is easy to manage image slider galleries. First I looked around on the web, but there was nothing that really fitted my needs, so the best thing to do in such a case is write it yourself :-).
Page control to indicate how many photos are in the list
Works in both orientations (landscape, portrait)
Cell reuse (works on UICollectionVIew)
You can download the project on GitHub. If you have any questions, just ask it on Twitter, put a comment below or open an issue on GitHub.