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How can i change the texture a camera captures so that my changes are reflected on the UI in real time?

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Hey guys, i implemented a native plugin for modifying textures. For this i used the sample from Unity. In the sample there, the scenario is that the c# script is attached to a plane object, there is a mesh-renderer, a 2d texture is created and set as renderer.material.mainTexture. Now the pointer is passed to the plugin using the GetNativeTexturePtr. Everything works fine, i'm able to change the texture from inside the plugin and the changes are reflected in the scene on the plane object frame by frame. Now what i wanted to do is to change the targetTexture of a camera from the plugin. But now the changes i'm doing inside the plugin are not reflected on the targetTexture. My final scope here was to have the capturing of a camera changed by using a native plugin and the changes to be reflected and shown by the camera in real time. The way i imagined it would work is to use 2 cameras, a main camera and a second camera in the exact same position. So, what i did is: 1. attach the script to the main camera, just to have access to OnPostRender callback 2. create programmatically a RenderTexture and pass it as targetTexture for the second camera 3. pass the secondCamera.targetTexture.GetNativeTexturePtr to the plugin 4. alter the texture inside the plugin 5. in the OnPostRender call Graphics.Blit(secondCamera.targetTexture, null ) to have the altered texture shown by the main camera Well this doesn't work. In the plugin i have the correct texture and i change it and dump it to a bitmap file and all looks good. But for example if i save the secondCamera.targetTexture as a png in the OnPostRender callback (using ReadPixels) my changes in the texture are not there. Could someone help me? Thank you kindly.

Native Audio Plugin resetCallback to reset the plug in to its initial sate?

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I'm building a Native Audio Plugin in C++ and currently having issues when Unity moves from being in play mode to out of play mode. From what I understand from the documentation the call back: UNITY_AUDIODSP_RESULT UNITY_AUDIODSP_CALLBACK ProcessCallback(UnityAudioEffectState* state, float* inbuffer, float* outbuffer, unsigned int length, int inchannels, int outchannels) is called even when the engine is not in play mode. The issues I'm having are that when I quit play mode and then hit play again, the audio plugin stops responding to my custom events (in this case, note on and note off messages). I have to unload the plugin and reload it do get it to function again. I've seen in the PluginInterface.h file a callback called: UnityAudioEffect_ResetCallback reset; // The reset callback is called by the user to bring back the plugin instance into its initial state. Use to avoid clicks or artifacts. This seems like what I need to do when the engine is not in play mode, so I can reset the plug in and when the engine is in play mode again - start any processing again from scratch. However, I'm struggling to understand how to invoke this reset call back, does anybody know whether this is from the native C++ code or from within Unity that I call it and what form the callback has to be for it to work or how it is triggered by Unity? Any help would be greatly appreciated!

Out of ideas on how to make this plugin work again, please HELP!

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Hello Unity people , I've created a project using these two plugins: [Image and Video Picker][1] & [Native Music Picker][2]. These two allow me to access the (Android) device's media files in a native way. The Native Music Picker worked before I added in the Image and Video Picker, but after I added in the Image and Video Picker, only the second one works. I thought the two might be incompatible,so I created a new project containing only the two plugins to debug maybe the manifest and created a scene integrating both. To my surprise they both worked perfectly right away. When I say it (the native music plugin) doesn't work I mean that the plugin can open the sound library, you get to choose a file, but the callback doesn't seem to happen. The only "exception" I get is a message in adb saying this: > Native libraries not loaded - dropping> message for> NativeMusicPicker.ChooseAudioFileCallback Searching this on google didn't help me much. I've even tried *Right Click >> Reimport All* to no success... If you have an idea on what else I could try, I'd be very thankful. [1]: https://www.assetstore.unity3d.com/en/#!/content/28597 [2]: https://www.assetstore.unity3d.com/en/#!/content/83330

Can we safely use native texture pointers with multi-display?

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Hi there, My application happily uses native texture pointers (OpenGLCore, OpenGL2, D3D11 and D3D9) with single displays. However, when going **multi**-display (D3D11), Unity (5.6.1, 5.6.2) freezes as soon as my native plugin does its job of creating a texture and gives a pointer back to my Unity app for use ( `Texture2D.CreateExternalTexture()` ). I suspect an issue about contexts, but I can’t be sure. 1. Does the `Display.activate()` function create one context per screen, using D3D11? 2. Same question for OpenGLCore. 3. Is there any way I can get more info about such a freeze? [EDIT] Some precisions: - Indeed, `Texture2D.CreateExternalTexture()` crashes Unity (seen in debugger). I'm giving it a D3D11 texture (resource) pointer created with the device/context I had upon plugin event call ( `GL.IssuePluginEvent()` ). - Multiple displays are not supported under Windows OpenGLCore, a Unity error message said. Any ideas?

Plugins being forced to Native even though they are managed

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I have a project working fine on one Mac that I am trying to get working on a different Mac. I pull the git repo down and when I open it in unity a few of the plugins are set to Native even though they are managed. I have been searching for any way to change this and can't figure out how to get these imported the same way they are on the other Mac that runs everything fine. I am using unity 5.6.1 on both machines and they are both running the same version of OS X. I have tried importing this project fresh about 5 times and it's always the same result. Is there any way to change a plugin type?

How do you use a class from a .dll file?

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I'm trying to use a class, "DevIO", from a Microchip library, "MCP2210-M-dotNet2.dll". When I downloaded the library, it had a managed and unmanaged folder, but Unity is reading both of them as native plugins. Supposedly, DllImport is used to access methods from a native plugin, but how do I access a class? UPDATE: Previously, I did have "MCP2210-M-dotNet2.dll" in a Plugins folder. I added it to the Assets folder as suggested. I then had to manually edit the project references in MonoDevelop and browse to add it as a .Net Assembly. Now "using MCP2210" is recognized, and there are no errors in MonoDevelop, but Unity still has errors. I read more into how to use the library, and it requires Microsoft Visual C++ 2010 Redistributable Package or the inclusion of "msvcp100.dll" and "msvcr100.dll". However, Unity says they aren't valid .Net Assemblies, so is there a way I can include the Microsoft Visual C++ Redistributable Package in Unity?

Native plugin dependencies

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My native C++ plugin isn't loading because of missing (undefined) symbol: Unable to load library '/data/app/com.remap.NdnRtcTest-1/lib/arm/libNdnRtc.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "SL_IID_ENGINE" referenced by "/data/app/com.remap.NdnRtcTest-1/lib/arm/libNdnRtc.so"... I added **libOpenSLES.so** to **Assets/Plugins/Android/armeabi-v7a** folder, but it doesn't help. Any ideas?

Can we use native OS X app as UI with Unity?

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Hi everyone, I'm working on a OS X app with Unity, and I'd rather not use Unity canvas, instead I would like to use a native custom made OS X app built with XCode. The UI would be full objective-C code and I would use Unity as a 3D rendering engine. I'm not sure if this is actually possible, I didn't found any example of someone managing this. A basic example would be as follow: Basic window with a single button made in XCode. Unity in an other window. When the button is pressed it triggers an event in Unity (change the color of a gameobject...) I got a plugin working (created as a bundle with XCode), but i don't have a clue about how I can link the plugin (bundle) with the UI (app), and have both way communication with the UI and Unity. Did anyone managed to do something like this before? Thanks!

Editor freezing with multithreaded DLL native plugin in Release but not in Debug

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I have a DLL with a native plugin that runs a very time consuming infinite loop which runs in a separate thread to avoid freezing the main Unity rendering thread. Everything works flawlessly when I compile and run my DLL in Debug mode, but if I compile it in Release, it runs perfectly fine the first time in the editor but if I press play again, everything freezes (Start is never even called the second time, neither is UnityPluginLoad). I'm at the end of my rope with this issue and any help would be greatly appreciated. And now for the technical details, a dumbed down version of my architecture. I used SWIG to create an interface between my C++ code and C# code. The interface itself has nothing really fancy going on and there is absolutely no extra SWIG magic needed to get it to work. On the Unity side I'm doing: public class myBehavior : MonoBehaviour { private myDLLInterface m_interface; private delegate void eventCallbackDelegate( int eventID ); eventCallbackDelegate m_eventCallback = null; void OnDestroy() { StopCoroutine( "CallPluginAtEndOfFrames" ); m_interface = null; } IEnumerator Start() { m_interface= new myDLLInterface (); m_eventCallback = new eventCallbackDelegate( m_interface.updateFrameDataOGL ); m_interface.run(); yield return StartCoroutine( "CallPluginAtEndOfFrames" ); } void Update() { } private IEnumerator CallPluginAtEndOfFrames() { if( m_eventCallback != null ) { while( m_poseEstimator != null ) { // Wait until all frame rendering is done yield return null; GL.IssuePluginEvent( Marshal.GetFunctionPointerForDelegate( m_eventCallback ), 1 ); //Play can stop in the middle of coroutine. if( m_interface!= null ) { doStuff(); } } } } } And this is what's happening inside my DLL: myDLLInterface::~myDLLInterface() { if( m_loopRunner) { m_loopRunner->stop(); while( m_loopRunner->isWorking() ) ; delete m_loopRunner; m_loopRunner= NULL; } } void myDLLInterface::run() { std::thread t( &TheLoopRunner::run, m_loopRunner); t.detach(); } void SolARPoseEsimatorDllInterface::updateFrameDataOGL( int eventID ) { if( m_loopRunner->tryLock() ) { doStuff(); m_loopRunner->unlock(); } } And finally, in my TheLoopRunner, this is happening: TheLoopRunner has member variable: std::mutex m_myMutex; TheLoopRunner::run() { m_runLoop = true; m_isWorking = true; while( m_runLoop ) { doExpensiveComputations(); m_myMutex.lock(); updateOutput(); unlock(); } m_isWorking = false; } void TheLoopRunner::stop() { m_runLoop = false; } bool TheLoopRunner::isWorking() { return m_isWorking(); } bool TheLoopRunner::tryLock() { return m_myMutex.try_lock(); } void TheLoopRunner()::unlock() { m_myMutex.unlock(); } I also tried not detaching the thread, and storing it in a `std::thread*` member variable and deleting it in the `myDllInterface` destructor (with or without joining before deleting) , but the behavior remains the same. What happens in Debug that allows this to work 100% of the time and waht happens in release that stops this from working 100% of the time?

Detect if game is edit in play mode or player mode, which is built app, on native plugin

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Hi, I'm wondering if there is any way to find out if it is in **edit in play mode** or **app** on **native plugin** without communicating with managed code. I've searched for native interfaces but seems it doesn't provide any callbacks to get those status. Any ideas...? If Unity doesn't have any interface for that, any workarounds would be great!! Thank you

How to access USB on Linux

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I'm trying to access a USB device from Unity. There are some additional hurdles as the finished game is supposed to run on a Linux machine continuously reading input from the device (which is plugged into a USB slot on the motherboard). I've got code for reading and interpreting information passed from the device, it's VendorID and ProductID so I don't need to reverse engineer anything, just access it. Another game made for the device (c++) uses built in Libusb library that is already in linux. It references #include and gets access like this: usb_init(); usb_find_busses(); usb_find_devices(); for (bus = usb_busses; bus; bus = bus->next) { for (dev = bus->devices; dev; dev = dev->next) { if ((dev->descriptor.idVendor == vid) && (dev->descriptor.idProduct == pid)) { return dev; } } } Than it keeps reading from this device: usb_interrupt_read(handle, 1, (char*)Inbuf, PKT_SIZE*NUM_MATS, 50); Inbuf then is interpreted as the game inputs. I've got libraries: libusb (written in C++, so it's a native plugin in Unity) and c# wrapper for it libusbdotnet . With that and IDs for that device I should be able to access it (as a test I could crash Unity accessing a USB keyboard... on a PC Windows machine). But, when I compile a Linux build from Unity, the libusb.dll native plugin is dropped. There is not even an option to keep it for Linux in plugin inspector. Even If I manually add it to the build to Plugin directory it doesn't load and game throws missing dll file. Libusb is already on the OS on the Linux machine. Can I somehow access that library from Unity? Or is there a way to "sneak in" the .dll with the Linux build? Or Am I going about it ass-backwards and it should be done in a completely different way?

How to turn on Bluetooth from inside Unity?

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Hi, I am looking for a way to turn on Bluetooth on Android and iOS devices from inside my unity application or to trigger a prompt to ask the user for this (like in the example img). Does anyone know of an asset, that can help me with this or if Unity has this feature already? ![alt text][1] [1]: /storage/temp/99431-2017-08-03-145020.png Help will be greatly appreciated! Kind regards, Rasmus Lindholm

Using .framework for iOS as Plugin.

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Hello. I have built my plugin for Windows, Linux, Mac OSX and Android (dll, so, bundle, so) and the only thing I am having problems with is the iOS plugin (.framework). I have placed it in the appropriate folder inside Unity, iOS is ticked but when simulator starts I get 'missing image error' and errors in general related to no being able to load the library. Plugin is C++ only. Any ideas? I have spent a few hours searching over the internet but nothing.

unity 5.6.3 play-service aar moving file error

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![alt text][1] [1]: /storage/temp/100194-ps.jpg actually there is no corresponding file named classes.jar existed in play-services-11.0.4.aar!

How to implement Authorize.net Native plugin in Unity?

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Hi all, I have tried building a native plugin in android using authorize.net API for my app's in app purchase. The problem is that I am able to receive the error response from Authorize.net server when form details are wrong. But when every form detail seems to be right, the positive response is not appearing on my screen. I am not able to get any positive response and the waiting animation keeps playing. PS : I am using Sandbox account for testing. This is the error on my logcat :- W/ActivityManager( 595): Unable to start service Intent { act=net.authorize.act ion.ENCRYPT cmp=com.keeves.gachaapp/net.authorize.acceptsdk.network.AcceptServic e (has extras) } U=0: not found

How to integrate a authorize.net android plugin in Unity?

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Hey All, **I am trying to integrate a native plugin which is made in android studio. I have unzipped the .aar file for the following :** 1. Copied the classes.jar file in Assets\Plugins\Android folder. 2. Copied the res folder in Assets\Plugins\Android folder. 3. Copied the Manifest under Assets\Plugins\Android\Manifest folder since I have other Manifest files in Assets\Plugins\Android. **This is a the screen:** ![alt text][1] ###**The problem with my app is that it is Crashing at the time of clicking the Get Token button.** This is the logcat I am getting: - >08-21 11:29:36.376 11579 11579 E AndroidRuntime: java.lang.Error: FATAL EXCEPTION [main]>08-21 11:29:36.376 11579 11579 E AndroidRuntime: Unity version : 5.6.2f1>08-21 11:29:36.376 11579 11579 E AndroidRuntime: Device model : motorola XT1068>08-21 11:29:36.376 11579 11579 E AndroidRuntime: Device fingerprint: motorola/titan_retaildsds/titan_umtsds:6.0/MPB24.65-34-3/3:user/release-keys>08-21 11:29:36.376 11579 11579 E AndroidRuntime:>08-21 11:29:36.376 11579 11579 E AndroidRuntime: Caused by: java.lang.NoClassDefFoundError: Failed resolution of: Lnet/authorize/acceptsdk/AcceptSDKApiClient$Builder;>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at net.authorize.acceptsdk.sampleapp.AndroidBridge$1$2$2.onClick(AndroidBridge.java:129)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at android.view.View.performClick(View.java:5201)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at android.view.View$PerformClick.run(View.java:21163)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at android.os.Handler.handleCallback(Handler.java:746)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at android.os.Handler.dispatchMessage(Handler.java:95)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at android.os.Looper.loop(Looper.java:148)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at android.app.ActivityThread.main(ActivityThread.java:5443)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at java.lang.reflect.Method.invoke(Native Method)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:728)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: Caused by: java.lang.ClassNotFoundException: Didn't find class "net.authorize.acceptsdk.AcceptSDKApiClient$Builder" on path: DexPathList[[zip file "/data/app/com.keeves.gachaapp-1/base.apk"],nativeLibraryDirectories=[/data/app/#######-1/lib/arm, /data/app/#######/base.apk!/lib/armeabi-v7a, /vendor/lib, /system/lib]]>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at java.lang.ClassLoader.loadClass(ClassLoader.java:511)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at java.lang.ClassLoader.loadClass(ClassLoader.java:469)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: ... 10 more>08-21 11:29:36.376 11579 11579 E AndroidRuntime: Suppressed: java.lang.ClassNotFoundException: net.authorize.acceptsdk.AcceptSDKApiClient$Builder>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at java.lang.Class.classForName(Native Method)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at java.lang.BootClassLoader.findClass(ClassLoader.java:781)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at java.lang.BootClassLoader.loadClass(ClassLoader.java:841)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: at java.lang.ClassLoader.loadClass(ClassLoader.java:504)>08-21 11:29:36.376 11579 11579 E AndroidRuntime: ... 11 more>08-21 11:29:36.376 11579 11579 E AndroidRuntime: Caused by: java.lang.NoClassDefFoundError: Class not found using the boot class loader; no stack trace available>08-21 11:29:36.431 1801 2957 W ActivityManager: Force finishing activity #######/com.unity3d.player.UnityPlayerActivity **I've also tried copying the whole .aar release file but it did not work. There were no errors, also no activity appeared.** [1]: /storage/temp/100296-capture.png Thanks.

Unity 2017.1 .NET 4.6 Plugin - System.Runtime assembly not allowed to be included?

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I am using a plugin compiled for .NET 4.6, which depends on [System.ValueTuple][1]. I'm using version 4.3.0 of this package. Everything works ok in the editor, but when I attempt to build for Windows or Mac OS X I get the following error. Could anybody shed some light on what the issue is here? ArgumentException: The Assembly System.Runtime is referenced by System.ValueTuple ('Assets/Plugins/System.ValueTuple.dll'). But the dll is not allowed to be included or could not be found. UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:142) UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:148) UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:148) UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssemblyHelper.cs:179) UnityEditor.HostView:OnGUI() **Additional details:** I'm experimenting with running a tensorflow neural network from within Unity. I'm using the rather nice TensorFlowSharp wrapper to do it. However, the wrapper targets 4.6.1 so I have retargeted for 4.6 (fork available [here][2]). If I can't get this to work, I'll have to write my own native calls which will be a pain. [1]: https://www.nuget.org/packages/System.ValueTuple/4.3.0 [2]: https://github.com/mikeoconnor0308/TensorFlowSharp

Linux build is putting libNative.so in wrong place

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I am new to this Unity world, so I might be doing something wrong... But, I am getting a DllNotFoundException for my Linux build. The Windows and MacOS build work fine, so it is not my managed code. The Linux library works fine in other .NET apps, so it is not that. And finally, when I look at the error message and move my native library to the location it is looking in, the game works. Basically, this is a simple game that creates a 2D texture using SkiaSharp. My p/invoke looks like this (SKColorType is an enumeration): [DllImport("libSkiaSharp", CallingConvention = CallingConvention.Cdecl)] public extern static SKColorType sk_colortype_get_default_8888(); I have all of this on GitHub: https://github.com/mattleibow/SkiaSharpUnityDemo The log files:  - console log: https://gist.github.com/mattleibow/b6e95312ada816496cd8afbcae36f8b1  - player log: https://gist.github.com/mattleibow/3f76cef131cf71abe8ca47d109806580 SkiaSharp: https://github.com/mono/SkiaSharp This may be related to my question: http://answers.unity3d.com/questions/1394446/dllnotfoundexception-on-linux-2.html

C++ native plugin Failed with error '%1 is not a valid Win32 application

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Hello, I have been trying to get a native plugin written in C++ to work in Unity. This is my first time writing such a plugin, so I was playing around with some test code to see if I could get it working. However, I am running into an issue I can't wrap my head around. Unity reports an error with the use of my plugin whenever I use a C++ style convention, like new (I have no experience writing code in C, so apologies if that statement is not true). Below is the C++ code I am using: #define UNITY_EXPORT __declspec(dllexport) int value = 0; class AA { public: int index; }; static AA* aaa = 0; static void DoInit(){ aaa = new AA(); } extern "C" { UNITY_EXPORT void A(int x){ value = x; } UNITY_EXPORT int B(){ return value; } UNITY_EXPORT void Init(){ DoInit(); } } And this is the MonoBehaviour script: public class TestDLL : MonoBehaviour { [DllImport("libUnitySimpleTest", EntryPoint="A")] public static extern void A(int x); [DllImport("libUnitySimpleTest", EntryPoint="B")] public static extern int B(); [DllImport("libUnitySimpleTest", EntryPoint="Init")] public static extern void Init(); // Use this for initialization void Start () { Init (); } // Update is called once per frame void Update () { A (2); int r = B (); transform.position = new Vector3 (r, 0.5f, 0); } } The error message is: "Failed to load 'Assets/Plugin/[pluginname].dll' with error '%1 is not a valid Win32 application. After a lot of trial and error, I figured out that this error happens when I do the "aaa = new AA();" call. If I comment this line, it works fine. Likewise, if I try to for example create a char* array using the new keyword, the error appears, but creating the array using malloc() works fine. Any idea why this happens or how I can fix it? If it matters, I am not using the Pro version of Unity. Thanks in advance. Yme

How to place UI over native iOS view?

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I created a native iOS plugin which creates a new UIView and adds it to main window. My canvas with all UI elements is covered by this new UIView and I need the canvas to be in front of it. How to achieve this? Thanks. UPD: I can put iOS view above or under the Unity view. However, I'd like newly created iOS view to be visible under Unity view. Now it seems that Unity view clears everything behind it. Setting camera clear flags to Don't clear doesn't help.
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