Just click "How to use Copy Keyboard?" and you can follow the steps for using app. Simply open the app, first thing you will see how to use it :). Apple strictly forbids this kind of behavior. In addition to our first response we want to remind you once more that misleading users is not acceptable. The 'How to use?' instructions tell the user how to configure your iPhone/iPad so your keyboard can be used. Spam is any kind of unwanted, unsolicited digital communication sent out in bulk.Īt this point, I do not think you really understand what I'm trying to say. Your app either can't perform a simple copy in app-1 and then paste that into app-2, OR if it can (without opening your app), there are no instructions on how to do that, or the instructions are very difficult to locate. In response to your comment to my review, it's not spam. Video overview setting up a triggered particle effect.I want a simple way to select some text, copy it, and then paste it elsewhere. Triggering a particle needs an Action and accompanying Ensemble that references the effect whose behaviour can then be set using the Emission property. Here, set the Emission type for the particle that’s being triggered On Timed/ Off Timed to define a duration the effect plays, or On Forever/ Off Forever to active on/off infinitely. To do this set up an Action, create an Ensemble then access the Config pop-up. In this way the particle can be triggered to play for a set number of frames (30 frames = 1 second), or infinitely until time runs out (duration ends) or they are triggered to an ‘off’ state. ![]() To trigger a particle effect so it plays for a duration, or plays until its stopped, an Action is used that references the effect instance. They cannot be turned OFF unless the item is removed. Particles are generally ON by default so automatically play as soon as the underlying item loads into a room or is worn. The particles Emission properties define the behaviour of the individual instances, how many appear, how fast the move, how long they last etc. How individual particles then behave is determined setting Emission properties Įach setting having an ‘start/end’ or ‘min/max’ allows for the creation of randomised variation amongst individual particles after being spawned, for example Rate, Lifetime and Speed largely work together and may need to be adjusted to ensure the system has time to spawn new particles or particle groups to prevent emission ‘gaps’ occurring (particles seemingly clumping together). The direction of travels for particles is determined by the X, Y and Z axes of Direction and Gravity. Direction: Z = 1, Gravity: Y = 1 – this behaviour, and settings therein, is relative to the Node (bone) set as the origin in Skeleton properties and the ‘local’ (the bones own) orientation this then utilises relative to other (avatar or item) bones. With these in mind, an effect travelling upwards, the particles core settings are Direction and Gravity, as these define the needed upward aspect based on the X, Y or Z coordinates set, e.g. – Gravity : determines behaviour relative to the world. – Direction : defines the direction or axes of movement. – Origin : controls where & how particles spawn or emit. – Emission : defines the appearance of individual particles. The basic properties of a particle effect are Particle transparency can be achieved using and ‘alpha mask’ or an opacity map a greyscale image for variable transparency, or a black and white image to create a masked shape only. For a hard shape or outline ( Alpha Test) the image used should consists of just black and white – black is 100% transparent, white is 100 opaque. For variable transparency ( Composite Blend) tones of grey can be used, each registering as a different degree of transparency/opacity (black & white being fully transparent or opaque, grey values in-between), or a greyscale image for variable transparency to define the effect. ![]() 100 KB, *.png).ĭesign note: by default the individual particles are imageless flat, opaque, square plains or surfaces so an Opacity map is typically necessary to define particle ‘shape’. This can then be saved and uploaded without needing to do any further editing. enabling Emission, to make the effect glow. Once set the particles material can be edited to add a Diffuse and optionally, an Opacity to define the shape of each particle, and enabling other options, e.g. This generates a host of options that can be edited to control the behaviour and appearance of the effect. ![]() To create a basic effect, derive an item, typically an Empty Accessory, and in Component properties add a new Particle instance. Particle effects for IMVU can now be created in IMVU Studio directly using the particle editor.
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