Why is the clip art image distorted in Asset Studio? - android-studio

I don't really understand why this is the case, but for some reason it is not possible to add resources with asset studio without them being in this weird shape:
image of issue in Asset Studio
Am I missing the point, I cannot really see an intention in this, shouldn't you be able to add resources exactly as the developer designed them?
Additionally I would like to use googles stock clip art, however this wont allow it.

This is due to the new "Layout Rendering Engine" in Android Studio.
Disable using the following: Settings -> Experimental -> Use new Layout Rendering Engine

Related

Android Studio emulator screen collapse

I'm using the emulator with Android Studio, and I'm experiencing the phenomenon shown in the image below.
The problem occurs only when the screen is turned sideways.
It does not happen in the default screen.
I don't know how to solve this problem, and I was wondering if you could tell me something that would help me.
Thank you very much!
You can solve this in three ways:
disable screen rotation - add this to the manifest XML under the relevant activity
android:screenOrientation="portrait"
If you want to go the long and better route it seems to me that you are using a layout that is not constraint layout, the latter supports rotation better, and when constraint correctly what is shown here should not happen.
If all else fails you can use special layout when the screen is in landscape mode, you can read more here:
Android Studio: Creating landscape layouts

How can I display 3D-Models made in Paint3D with arcore in augmented reality

I want to create simple 3D-Models in Paint3D and display them in Augmented Reality with arCore using android. But whatever model format I use there are always problem/they are not working at all.
When I save the 3D-Model as .glb I can easily view it using any .glb/.gltf viewer and its working fine. I then converted it to .gltf and imported it in android studio with the Goole Sceneform Tools, but when displaying them in AR they are invisible.
When I save the 3D-Model as .fbx I am able to display them in AR but as they arent rectangular the space around the corners is filled up black.
I suspect that the problem is that the Sceneform Tools mostly are use with external ressources like .mtl and my .gltf have includes ressources, but I dont know of a way the extract them. So does anyone have any experience displaying 3D-Models created in Paint3D in Augmented Reality?
If not, are there any other easy programs to build 3D-Models out of pngs? Because in Paint3D you literally just drag in the pngs and that most of the work already done.

how to make mapbox digital style

Im new in mapbox development.
Can somebody help me how to make map style like that:
That image is a reference to Studio's X-Ray view, which appears when you click the Select data tab of Mapbox Studio's + Add Layer button: here's a quick screenshot for reference
Every element of your map style is customizable, so there's nothing to prevent you from modifying all of your elements to replicate this look. This tutorial walks you through the basics: https://www.mapbox.com/help/create-a-custom-style/
If you want to get up and running more quickly, you can always copy one of Mapbox's designer styles to your account: https://www.mapbox.com/designer-maps/

Materials turns into default black and grey design when loaded

Whenever I try to use a material I downloaded or installed from epic games launcher, I click on the object I want to apply it to, click on the material but what is loaded is the default grey and black box pattern and in the content browser, at the same time I try to load the material, it also changes into the default black and grey box pattern. I've tried this with different materials. The only material that doesn't do this are the ones that came with the blueprint like "M_FGun" or something like that. Please can I have some help with this, I can't use any material for anything. The problem is persistent on both 4.14.3 and 4.15 versions.
It sounds like you've got the materials, but the textures used in those materials have either not imported correctly or somehow the references to them have been broken.
Double-click on the Materials that are malfunctioning and see if there are any errors that show up in the new window.
Compare the materials in your project to the project you downloaded them from. Reselect the textures and it should work again.

Android Responsive design using android studio

Hi all !!
I'm newbie to android, Can i get any solutions to make my android app layout that fits in all screens.
If there is any tutorial on it, that would be appreciated !!
Thanks,
Create the following folders in res and add the xml in that
res/layout-small
res/layout-normal
res/layout-large
res/layout-xlarge
And open it from studio layout and make changes.
this link helps you.
The Android resource system gives you the tools to provide alternate resources based on the available width, height, or smallest width — important measurements that serve as the basis for choosing when to change our UI based on the space available.
Width and Breakpoints
Width is perhaps the most important dimension when it comes to choosing when to change your UI. This is because width is the basis for the breakpoint system.
A very good example is here

Resources