@thenerd_be je kan het heisa noemen of gewoon vaststellen dat iPhone-only apps uitbrengen op meer en meer gemor onthaald wordt. Terecht.
— Micha (@SweetCharlie) May 18, 2015
En toen brak er nog eens een goede oude Twitter discussie uit.
@thenerd_be je kan het heisa noemen of gewoon vaststellen dat iPhone-only apps uitbrengen op meer en meer gemor onthaald wordt. Terecht.
— Micha (@SweetCharlie) May 18, 2015
En toen brak er nog eens een goede oude Twitter discussie uit.
For an upcoming project, a client asked me if I could build a prototype which could load Collada files at runtime. The flow has to be like this
I started looking a possible 3D engines which I could use like Unity, but then I remembered Apple has released the SceneKit SDK which allows pretty high-level access, but with excellent performance.
Continue reading Dynamically load Collada files in SceneKit at runtime
After my previous blog post on how to sandbox an iOS app inside of a Unity project, I got some questions on how to do the same but put Unity inside of an existing iOS app.
After playing around with it, I found a solution which works well for me to add Unity app in an existing iOS app.
For a few iOS projects I needed a scrollview which had different UIViews with different background colors. Because it came back regularly it became cumbersome to write the whole thing over and over again. So yesterday I created a view controller which takes away the pain of writing it.
You can find the code on Github with a demo project on how to use it, but the steps are easy.
If you have any requests, just put them in the comments or add an enhancement in the GitHub issue tracker!
So you want to trigger functionality in your Unity3D scene straight from your native Objective-C code? For example you have different scenes, and you want a regular iOS component (e.g. UIButton) to trigger a new scene. It takes some work, but it is doable.
Read it … bitch 🙂
Unity exposes a way to call code in your Unity3D project (normally this will be javascript or C#). There are 3 components you need to get in place.
The way it works is that you can bridge your code from Objective-C to C# or Javascript in Unity3D with the ‘UnitySendMessage’ method.
Continue reading Call methods on Unity3D straight from your Objective-C code
For a project I need to implement an augmented reality feature inside a native iOS application. We chose to go with Unity3D and Vuforia to do the augmented reality bit, as it’s free and lots of people are saying it’s the best solution. The only problem when working with Unity3D is that the exported iOS project is not easy to implement in an existing project as we only need Unity3D for 2 views inside a project with some dozen other native UIViews. Continue reading Add Unity3D in a native iOS application
I’ve just pushed some code to GitHub to easily visualise an image upload in Objective-C. Hope it could help some of you out and save you some time! The class can be easily customised via various setters to change the radius, colors, etc.
You can find the code on GitHub. If you have any requests, put them in the issues panel. I’ve tested as many scenarios as I could, but if you find any bugs, please post them as well!
ps: don’t let the name mislead you, it isn’t really sexy. I just wanted to see the effect on clicks 😉
There is now also a Swift version available: read about it here.
A few weeks back I pushed some code to GitHub to easily create checkboxes in Objective-C, but there were some limitations to the class. I’ve now updated the class so you can work with checkbox groups, like TNRadioButtonGroup.
Continue reading TNCheckBoxGroup – Custom checkboxes for Objective-C
This class is no longer maintained…please check out TNCheckBoxGroup!
I just pushed some code to GitHub to create customisable checkboxes to use in your IOS projects.
As it happens with designers, you can’t always use the built-in UISwitch class. So I took the time to create a few classes which are pretty customisable to have checkboxes without all the hassle.
Continue reading TNCheckBox – A checkbox class for Objective-C
Hi all,
We’ve been working around the clock last month to push out a new version of ‘This is how I learn my ABC’.
By popular demand the app has now become an universal app, which means it will run on your iPad, but also on your iPhone now … for free :-)!
If you go to the App Store on your iPhone and you have purchased the iPad version you will see a ‘Buy’ button, but don’t worry, just purchase the app and Apple will show you a message which says ‘You have already purchased this application, this upgrade is for free’.
The app has been totally rewritten for iOS7 using Apple’s new gaming framework SpriteKit to get optimal performance and we’ve added new goodies as more sounds and animations. Game Center integration is also available so try to unlock all the achievements!
Go check it out on the App Store!
In the meanwhile we are working very hard on another big update which will fulfil the second biggest demand … the Dutch version! This will also come as a free update 🙂