Collider for Unity Line Renderer

I have several line renderers that are using as gas pipelines. A user can select one end of the pipe and attach it to one connector. Now the problem is some pipes (line renderer) are overlapping and penetrating with each other. Is there any way to avoid penetration using colliders so they look realistic?

How to use an overlapping shader so that it uses layers sort from sprite renderer and its transparent

Im using the shader from question question

, but once I put it in the game, and my character gets close to it, it will be hidden by the shadow of the tree:

enter image description here

Any way to make the shader transparent and/or maybe use the sprite renderer sort layer system

I have been trying to use stencil configurable shader with no luck Thank you for your help

Not sure what combination of these should work: enter image description here

The character is using a normal sprite renderer.

How does Chrome’s Renderer Code Integrity Protection Work?

I recently heard of Chrome’s Renderer Code Integrity Protection, which is apparently supposed to prevent unsigned dlls from being loaded into the chrome.exe process, and figured I’d test what would happen if I tampered with one of Chrome’s default dlls. So, I opened chrome.dll in a hex editor, appended some random data to the end of the file, saved it and verified the “Digital Signatures” tab no longer appeared when I looked through the dll’s properties, and opened Chrome. To my surprise, it opened as normal. No crashes, no warnings, nothing. I took a look through the process in Process Explorer and verified the module wasn’t signed (“No signature was present in the subject”).

To see how far I could push this, I did the same with every dll in Chrome’s Application folder, reopened Chrome, checked that every chrome.exe process in process explorer was loading at least one tampered dll, and browsed for a few minutes. Never got a crash, error, or notification that an invalidly-signed dll had been loaded. I verified I was on Chrome version 79 (in which the features was re-enabled after being temporarily disabled in 78), that none of the processes had been launched with the command line option to disable the protection, and that I didn’t somehow have the registry setting that disables the protection set.

From my admittedly limited research on the subject, Renderer Code Integrity protection makes use of a Windows 10 feature to require that all modules loaded by any process opting into the feature are signed (I did my testing on an up to date Windows 10 box). It would seem logical that tampering with one of those modules would prevent it from being loaded, causing the application to either crash or produce some kind of warning that a critical dll had been tampered with. However, I haven’t been able to find out much else about the feature, with most sites just repeating “it prevents anyone from injecting code into Chrome”. Does anyone know the nitty gritty details on how Renderer Code Integrity works and why invalidating the signatures of every dll in Chrome’s application folder does nothing to prevent those dlls from being loaded?

A heap-allocated texture class for a console renderer

I am working on a console renderer and I want a heap-allocated dynamic texture class. Since I am quite new to C++, I just want to check the memory management, if I destroy all pointers correctly etc.

class Texture { private :  char** pixels; // heap allocated int width, height;  public :  Texture(int width, int height, const char* texture) {     this->width = width;     this->height = height;      pixels = new char*[width];     for (int x = 0; x < width; x++) {         pixels[x] = new char[height];          for (int y = 0; y < height; y++)             pixels[x][y] = texture[y*width+x];        }  }  Texture(int width, int height, char fill) {      this->width = width;     this->height = height;      pixels = new char*[width];     for (int x = 0; x < width; x++) {         pixels[x] = new char[height];          for (int y = 0; y < height; y++)             pixels[x][y] = fill;          }  }  ~Texture() {     for (int x = 0; x < width; x++)         delete[] pixels[x];      delete pixels; }  Texture getSubTexture(int x, int y, int width, int height) {      Texture newtex(width, height, '?');      for (int xx = 0; xx < width; xx++)         for (int yy = 0; yy < height; yy++) {             newtex.setPixel(xx, yy, getPixel(x+xx, y+yy));         }      return newtex;  }  void setPixel(int x, int y, char c) {     pixels[x][y] = c; }  char getPixel(int x, int y) {     return pixels[x][y]; }  int getWidth() { return width; } int getHeight() { return height; }  }; 

How Do I Locate the Order Confirmation Email Item Renderer?

I’m having difficulty updating the order confirmation emails that our site is sending. I can find and modify the template in the admin interface and I can find the corresponding items.phtml file in on the server, but I can’t seem to figure out where the individual items in the order are being rendered.

The items.phtml file contains the line:

$  this->getItemHtml($  _item) 

which, as I understand things, must be calling a function to render the item’s HTML for display. I’ve looked everywhere I can think of, but none of the files I try are resulting in any changes in the resulting emails.

Location of the aformentioned items.phtml file:


A Few of the Files I’ve tried:

app/design/frontend/base/default/template/email/order/items/order/default.phtml  app/design/frontend/default/myCompany/template/email/order/items/order/default.phtml  app/design/frontend/base/default/template/sales/order/items/renderer/default.phtml  app/design/frontend/default/myCompany/template/sales/order/items/renderer/default.phtml 

Modify Unity’s New 2D Renderer for the Lighweight Render Pipeline

I would like to use the new 2D renderer available with the LWRP to take advantage of the 2D lights.

I would also like to replicate the things in this video – basically, I want my character to be visible through walls and when it is occluded.

The video uses the Forward Renderer to add the depth features, but there is no such thing in the properties of the 2D Renderer. Is it possible to both use the new 2D lights and use renderer features?

How to display volume renderer only

I am learning the xtk lesson13(, but I don’t want to dispaly the 2Drenderer, I just need 3Drenderer,I delete some code but all display black, how to change the code? Thanks in advance!

In the index.html,the body part shows below:

I delete some code and just save the id=”3d”, like this:

Because I don’t want to show the slicex,slicey and slicez,I just need show the 3d renderer.

Layout Renderer with Dependency Injection Not Working

I have followed the article to create a layout renderer. The hello-world example works find, but when I go it inject something it is not writting anything.

  1. I’ve removed the constructor injection and the logging is working as expected.
  2. I’ve injected the same item into a constructor of a controller and that works.
// NOTE: ICorrelationContextAccessor is part of the CorrelationId nuget package [LayoutRenderer("correlation-id")] public class CorrelationIdLayoutRenderer : LayoutRenderer {     private readonly ICorrelationContextAccessor _correlationContext;      public CorrelationIdLayoutRenderer(ICorrelationContextAccessor correlationContext)     {         _correlationContext = correlationContext;     }      protected override void Append(StringBuilder builder, LogEventInfo logEvent)     {         var correlation = _correlationContext.CorrelationContext.CorrelationId;          builder.Append(correlation);     } } 


<extensions>     <add assembly="NLog.Web.AspNetCore"/>     <add assembly="[[ My assembly is here]]"/> </extensions> <targets>  <target xsi:type="File" name="ownFile-web" fileName="[[PATH]]/nlog-own-$  {shortdate}.log"                 layout="$  {longdate}|$  {level:fixedLength=True:padding=5:padCharacter= :upperCase=True}|$  {correlation-id}|$  {message} $  {exception:format=tostring}" /> </targets>  

I expect that the correlation should be coming through.

Overriding default assets renderer in Magento2

There is a getAssetTemplate function in magento/vendor/magento/framework/View/Page/Config/Renderer.php.

I want to override it to make render things in a bit different way.

I don’t want to update these files from vendor directory. What would be the proper way to make changes to this function?

The general question is what is the way to override classes under vendor/magento/framework?

renderer didAdd node for anchor function not being called/executed

I was making an app which detects a plane and puts a plane over it. But it seems as if the function is not being called. Here’s the code:

func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {    // Checking if the planeAnchor exists      guard let planeAnchor = anchor as? ARPlaneAnchor else { return }    // Declaring some variables for future use      let width = CGFloat(planeAnchor.extent.x)        let height = CGFloat(planeAnchor.extent.z)    //The plane(geometry) for the node      let plane = SCNPlane(width: width, height: height)    // The planeNode for the plane anchor      let planeNode = SCNNode(geometry: plane)    //Setting up the plane node      planeNode.geometry?.firstMaterial?.diffuse.contents = UIColor.init(red: 0, green: 0, blue: 1, alpha: 0.4)        planeNode.geometry?.firstMaterial?.isDoubleSided = true  // Some variables for future use      let x = CGFloat(        let y = CGFloat(        let z = CGFloat(    // The plane node's position      planeNode.position = SCNVector3(x,y,z)    // This is done so that the plane node is horizontal      planeNode.eulerAngles.x = -.pi / 2  // Adding the planeNode to the rootNode??      node.addChildNode(planeNode)    // Informing the user that a plane anchor has been found      mainLabel.text = "Found a plane anchor!"  }   

viewDidLoad function

override public func viewDidLoad() {        configuration.planeDetection = .horizontal        sceneView.debugOptions = [ARSCNDebugOptions.showFeaturePoints, ARSCNDebugOptions.showWorldOrigin]        view.addSubview(sceneView)        sceneView.delegate = self    }   

What’s wrong? The mainLabel’s text never changes…

By the way, the viewDidLoad function is public because my class is a public class.

Please help..

I also get this warning at the function beginning:

Instance method 'renderer(_:didAdd:for:)' nearly matches optional requirement 'renderer(_:didAdd:for:)' of protocol 'ARSCNViewDelegate'   Make 'renderer(_:didAdd:for:)' non-public to silence this warning.   

I am trying all this in Swift PlaygroundBook and this code is in the sources folder.