Tag Archive : Xamarin.Forms

/ Xamarin.Forms

On September 2013 I released Safe Photo a native application for Android that allows you to hide pictures on your phone.

The app was quite successful with over 100.000 downloads and an impressive rating of 4.1.

During these years I’ve stopped to write native apps to concentrate entirely on Xamarin. So the logic consequence of that is that I’ve now created a new version of the app with Xamarin.Forms: Safe Photo 2.

Get it on Google Play
Get the app on Google Play Store

The idea behind the app is always the same: Safe Photo 2 will allow you to hide your secret pictures behind the security of the app.

Features

  • Protect the photos on your smartphone or tablet
  • Take new photos directly from the application, they will be protected automatically
  • Import photos from the public gallery (then delete them from the public gallery)
  • Protect your privacy with a numeric password
  • Organise your photos in galleries
  • Share your photos with whoever you want and how you want
  • The application can run on an external memory card so you will not consume the internal memory of your smartphone
  • Your photos are invisible also connecting the phone to a PC
  • Delete one or more images or galleries in one click
  • Compatible with smartphones and tablets
  • And it’s free

Gallery

Xamarin : How the app is made

To store all the data, Safe Photo 2 uses a SQLite database and of course the app uses the Sqlite Plugin For Xamarin And Windows (Nuget package).

The app also uses a Google Admob to show ads as banners and interstitials. As soon as possible I’ll create a package to easily add Admob to your Xamarin applications. If you prefer to write code yourself instead of using the plugin, I’ll also add a tutorial on how to add Admob on Xamarin.Android, Xamarin.iOS and Ads on UWP.

The app also uses some Dependency Services to execute some code on the native platforms. We use them to

  • Share a picture
  • Save, Copy and delete Files
  • Implement banners and interstitials for Admob

Do you want to know more about the app code or about Xamarin? Let me know and I’ll tell you more.

Have you seen how amazing are the Admob Rewarded video Ads? If you are creating a game or an app, the Rewarded Videos are something you should add to your app.

UPDATE: I’ve added on github the source code of a project to test this Admob plugin. You can find it here: https://github.com/marcojak/TestMTAdmob

Do you think that are difficult to implement and it takes hours of your time? WRONG!

Thanks to my plugin MarcTron.Admob (https://www.nuget.org/packages/MarcTron.Admob) you can add Rewarded Videos with a single line of code!!!

Exactly!!! Install the MarcTron.Admob free plugin and in less than few seconds you can show Rewarded Videos in your Android and iOS apps!

HOW (It’s super easy!!!)

  • Install the MarcTron.Admob plugin in your projects (.netstandard, Android and iOS).
  • That’s it! No other things to do!!!

Now, if you want to show a rewarded video you just have to write this code:

CrossMTAdmob.Current.ShowRewardedVideo("xx-xxx-xxx-xxxxxxxxxxxxxxxxx/xxxxxxxxxx");

Of course remember to replace the xxx with your video ID that you can find on your Google Admob page.

EVENTS

We all love events 🙂 If you love them as well. There are 7 events that you can use with Rewarde Videos:

OnRewarded                          When the user gets a reward
OnRewardedVideoAdClosed             When the ads is closed
OnRewardedVideoAdFailedToLoad       When the ads fails to load
OnRewardedVideoAdLeftApplication    When the users leaves the application
OnRewardedVideoAdLoaded             When the ads is loaded
OnRewardedVideoAdOpened             When the ads is opened
OnRewardedVideoStarted              When the ads starts

CONCLUSION

We have just seen how to add Rewarded Videos (with the plugin you can add Banners and Interstitials as well) in less than few seconds.

Basically it’s a dream 🙂 But it’s all TRUE!

USEFUL LINKS

Now here some links that you can use:

A detailed tutorial on how to use the plugin: https://www.xamarinexpert.it/blog/admob-made-easy/

The nuget package link:

https://www.nuget.org/packages/MarcTron.Admob

The bitbucket project site to report/view issues:

https://bitbucket.org/marcojak81/mtadmob/issues

Github test project to try the plugin: https://github.com/marcojak/TestMTAdmob

Sometimes we need to show a custom value in our XAML and this operation is not always immediate but with this tutorial you’ll discover how easy it is.

Let’s say that in our photo app we have a setting for the size of our photo. We store this setting as an integer but of course we want to show a better information to the user. Let’s say that

  • 0: Small
  • 1:Medium
  • 2: Large
  • 3: Full Size

This is what we want to achieve (Image Size):

A first idea could be to add a label with a simple text and to change the text from the code behind. Something like this:

<Label  Text="{Binding MyText}"/>

But we are better developers than that so we want to use an integer and a Converter:


<Label  Text="{Binding ImageSize, StringFormat='Image Size ({0})', Converter={StaticResource IntToImageSizeConverter}}"/>

As you have seen, instead of using a text, here we use our integer value, a converter and a StringFormat to format our text.

In our converter we receive an integer value and we return an element of the PhotoSize enum. This is the source code of the converter:

IValueConverter implementation public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
        {
            if (value is int b)
            {
                switch (b)
                {
                    case 0: return PhotoSize.Small;
                    case 1: return PhotoSize.Medium;
                    case 2: return PhotoSize.Large;
                    case 3: return PhotoSize.Full;
                }
            }

            return value;
        }

        public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
        {
            throw new NotImplementedException();
        }

The latest thing to do is to register the converter in our dictionary:

<helpers:IntToImageSizeConverter x:Key="IntToImageSizeConverter"/>

With this code we can use our integer variable to show a more meaningful text. Easy. Isn’t it?

If you want to know more or you need more info, write a comment here. If you liked the article share it!

Xamarin.Forms 4.0 is finally out

May 22, 2019 | News | No Comments

Every release of Xamarin.Forms improves the performances and adds new features. It has been a long time since the first Xamarin.Forms came out. That version was very basic and to be honest not very great. Then Xamarin.Forms 2 came out and it was better, finally something that could be used for a production app. When Xamarin.Forms 3 came out, it was great, better performances, new features. Xamarin.Forms 3 has been a great tool to create amazing multiplatform apps and now Xamarin.Forms 4.0 promises even more, again better performances and new features. Let’s see together the main news of this release.

The Shell

Shell is a new way to create our apps. First of all it allows us to add easily flyouts and menus to our apps. It also adds the concept of URI navigation.

That’s great but what is even better is that it uses “fast renderers” (see later). To use the shell, on Visual Studio 2019 starting a new Xamarin.Forms app, you can select the Shell template. To get more info about Shell, you can use this documentation:

Android Fast Renderers

Android Fast Renderers were introduced in Xamarin.Forms 2.4 but disabled by default. The idea behind them is to reduce the number of views required to render a particular control. Honestly you could see improved performances so now they are enabled by default. This means that you will notice better perfomances with the enw Xamarin.Forms.

Image Source Unification

From Xamarin.Forms 3.5, they have introduced the FontImageSource to use the font glyphs but was not possible to use it everywhere. From version 4.0using ImageSource you can use them wherever you want.

Accessibility

From Xamarin Forms 4.0 we can now control the focus order directly in X.F. To do this, we can use the TabIndex property available on any VisualElement.

Conclusion

I will personally test Xamarin.Forms 4.0 and in particular the Shell to see how great that is. I will also test the new navigation pattern (URI Navigation) to see if there are improvements here. I will also evaluate the new performances to see if the app can be faster or more fluid.

And what do you think about Xamarin.Forms 4.0?

If you are using the Syncfusion library together with Xamarin.Forms > 3.4 you should definitely continue to read.

Since the new release of Xamarin.Form 3.5, if you try to use the Syncfusion Listview (SfListView) in Release mode on Android, your app will crash.

In this moment there are two things that you can do:

  • Use a version of Xamarin.Forms < 3.5
  • Set the Linking to None (in this case your final APK will be bigger than usual).

Unless you are using some of the new features of Xamarin.Forms > 3.4, I’d suggest you to continue to use Xamarin.Forms 3.4 otherwise in you Android project, set the Linking to None and it will solve your problem.

I will update this post, as soon as Synfusion and Xamarin will solve this massive issue.

Meanwhile you can follow the progress of this bug here: https://github.com/xamarin/Xamarin.Forms/issues/5288

Basically all the apps use a Listview to show one or more list of items.Sometimes you want to change the appearance of your items according to some parameter (for example inside the same page, sometimes you want to show partial forms, other times completed forms and so on).Let’s see how easily you can achieve this in Xamarin.

UI

First of all, we need to add a listview in our page:

<ListView ItemTemplate = "{Binding MyTemplate}" ItemsSource="{Binding MySource}" HasUnevenRows="True" VerticalOptions="FillAndExpand"></ListView>

With these few lines of code we have added a ListView that will vertically fill our page. We have also specified the ItemSource (the items we want to add to our listview), the ItemTemplate (the template to specify the appearance of our items) and set HasUnevenRows (true if we have items with different height, false otherwise).The UI is really easy! Isn’t it? Now let’s see how to specify the template.

TEMPLATE

Inside the ViewModel connected to our page we need to load MySource and MyTemplate:

...
public DataTemplate MyTemplate { get; set; }
        public ObservableCollection<MyItems> MySource { get; set; }

        public ListOfMyItemsViewModel(ItemType itemType)
        {
            MyTemplate = GetTemplate(itemType);
            MySource = new ObservableCollection<MyItems>(LocalData.GetMyItems(itemType));
        }

        private DataTemplate GetTemplate(ItemType itemType)
        {
            switch (itemType)
            {
                case ItemType.ItemType1: return new DataTemplate(typeof(CellType1));
                case ItemType.ItemType2: return new DataTemplate(typeof(CellType2));
                case ItemType.ItemType3: return new DataTemplate(typeof(CellType3));
                case ItemType.ItemType4: return new DataTemplate(typeof(CellType4));
            }

            return null;
        }
...

Inside the constructor we have specified the Template  for our cells and then we have loaded the Items.In this specific case (GetTemplate) we can load 4 different types of cell but of course we can have as many templates as we want. CellType1, CellType2, CellType3 and CellType4 are of type:  ViewCell. It’s important to note that in this example we have set the template inside the constructor (so when the page is loaded) but we can set it whenever we want so that for example we can change the appearance of our cells pressing a button or maybe selecting a value from a picker.

RECAP

With this few lines of code we can dynamically set the cell appearance in  our listview according to the type of cell we want to load (specified in our case by itemType). 

Questions? Leave a message or send me an e-mail and I’ll answer you.

Today Microsoft has released a new version of Visual Studio to add support for Xcode 9.2

This is a FUNDAMENTAL update for Visual Studio and Xamarin as with the old version you cannot compile code for Apple (you can read the?article here).

Let’s see now the complete

Release notes:

  • VS 15.6 does not respect the ‘apply server settings to all users (store in project file)’.
  • Project could not be opened because Visual C# 2017 compiler was not created.
  • NuGet Package Manager only sees latest package versions after manually clearing cache.
  • Lost IIS Server Settings.
  • Visual Studio hangs during Nuget package update.
  • Installer throws unexpected error and saved changes to Solution2.sln are not saved.
  • C:\\Windows\\temp?fills up with .itrace files after upgrade to 15.5.6.
  • vstest.console.exe?fails test run with socket exception.
  • This release includes support for Xcode 9.3.

There are a couple of important issues fixed in this release but definitely the support for Xcode 9.3 is the most important feature of this update.

You can update Visual Studio going on Help -> Check for Updates or you can install Visual Studio from here: https://www.visualstudio.com/downloads

UPDATE 4/4/2018: Microsoft has released the version 15.6.5 for Visual Studio that adds support for XCode 9.3. You can read more here.

The current Xamarin tool for Visual Studio 15.6.4 is not compatible yet with Xcode 9.3 so if you update Xcode to this version, you will not be able to compile your iOS projects anymore.

Visual Studio
Visual Studio 2017

In case you are still using the Xcode version 9.2, disable the auto update.

If your mac has already updated Xcode to the new version 9.3 and you need to compile your projects for Apple, then you need to uninstall Xcode 9.3, disable the auto update and install Xcode version 9.2.

You can download Xcode version 9.2 from here:

https://developer.apple.com/download/more/

Xamarin is already working on it but probably it will take some days.

I will update this post as soon as the issue will be solved.

In this post we’ll how is possible to invert a boolean value in our XAML page using a ConverterLet’s say that we have a Label that should be visible only if a boolean property is false. In the next example in our XAML we have a Label with the text bound to MyText and this label should be visible only if the boolean property HideMyText is false:

<Label Text="{Binding MyText}" 
       IsVisible="{Binding HideMyText}">
</Label>

How we can do that? An amateur will create a new property ShowMyText whose value will be:ShowMyText = !HideMyTextIf you want to be a mediocre developer you can stop here because it works but if you want to be a great developer, then this solution is not for you and you should continue to read!

IValueConverter

To solve our problem we need to create a converter that will invert our boolean value. This is really easy, we just need to create a new class BooleanConverter (you can user whatever name you prefer):

public class BooleanConverter : IValueConverter, IMarkupExtension
{
    public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
    {
        return !((bool) value);
    }

    public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
    {
        return value;
    }

    public object ProvideValue(IServiceProvider serviceProvider)
    {
        return this;
    }
}

and then use this new converter in our XAML:

<Label Text="{Binding MyText}" 
       IsVisible="{Binding HideMyText, Converter={converters:BooleanConverter}}">
</Label>

So now in our XAML we have a label that is visible when HideMyText is false. YEAH!You need to write this converter only once and then you can use it every time you need it. It’s amazing!

In this tutorial I’ll show you how to create a UrhoSharp project using Xamarin.Forms. This UrhoSharp project will run on Android, iOS and UWP.

A basic game I’ve created using UrhaSharp

Don’t worry if the code seems complicated, it’s not. To help you, I’ll include the source code of this project at the end of the tutorial.

The first step consists in creating a cross-platform project with Xamarin.Forms:

Creating a new cross platform Xamarin project

I suggest you to use a Blank template. Select the platform you need (Android, iOS, UWP to cover everything). Select the .NET Standard code sharing strategy.

Our new Cross Platform Solution

I suggest you to update all the Nuget packages before we start. After that, a nice clean and rebuild should guarantee us a clean start!

INSTALL URHOSHARP

The next step is to add the UrhoSharp.Forms nuget package to our solution. At the time of writing the latest version is 1.9.67. We must install this package in all our projects (.net standard, Android, iOS and UWP).

LET’S START WITH URHOSHARP

As you can imagine, UrhoSharp need a surface where it can draw our world. We can create this surface inside the MainPage.xaml file we have in our project. The MainPage will be similar to this:

As you can imagine, UrhoSharp need a surface where it can draw our world. We can create this surface inside the MainPage.xaml file we have in our project. The MainPage will be similar to this:

<?xml version="1.0" encoding="utf-8" ?>
<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
             xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
             xmlns:local="clr-namespace:UrhoSharpTutorial"
             xmlns:forms="clr-namespace:Urho.Forms;assembly=UrhoSharp.Forms"
             x:Class="UrhoSharpTutorial.MainPage">

    <StackLayout>
        <!-- Place new controls here -->
        <forms:UrhoSurface x:Name="urhoSurface" HorizontalOptions="FillAndExpand" VerticalOptions="FillAndExpand">
        </forms:UrhoSurface>
    </StackLayout>

</ContentPage>

Basically we have added an UrhoSurface calling it urhoSurface. This surface will fill our entire screen. Now we need to edit the MainPage.cs to load our UrhoSharp application. The code will be this:

using Xamarin.Forms;

namespace UrhoSharpTutorial
{
    public partial class MainPage : ContentPage
    {
        XamarinExpertApp urhoApp;

        public MainPage()
        {
            InitializeComponent();
        }

        protected override async void OnAppearing()
        {
            StartUrhoApp();
        }

        async void StartUrhoApp()
        {
            urhoApp = await urhoSurface.Show<XamarinExpertApp>(new Urho.ApplicationOptions("Data") { Orientation = Urho.ApplicationOptions.OrientationType.LandscapeAndPortrait });
        }
    }
}

This code will load our XamarinExpert UrhoSharp app inside the urhoSurface when the MainPage appears. Let’s see now how to create the XamarinExpertApp class.

This XamarinExpertApp should inherit from Urho.Application. The code of this class is:

using System.Diagnostics;
using Urho;
using UrhoSharpTutorial.Scenes;

namespace UrhoSharpTutorial
{
    public class XamarinExpertApp : Application
    {
        private BaseScene _mainScene;

        [Preserve]
        public XamarinExpertApp(ApplicationOptions options = null) : base(options)
        {
        }

        static XamarinExpertApp()
        {
            UnhandledException += (s, e) =>
            {
                if (Debugger.IsAttached)
                    Debugger.Break();
                e.Handled = true;
            };
        }

        protected override void Start()
        {
            base.Start();
            Input.Enabled = true;
            Input.SetMouseVisible(true, false);
            Input.TouchEmulation = true;

            StartMainScene();
        }

        private void StartMainScene()
        {
            _mainScene?.Destroy();
            Current.UI.Root.RemoveAllChildren();
            _mainScene = new MainScene(Graphics.Width, Graphics.Height);
        }

        protected override void OnUpdate(float timeStep)
        {
            base.OnUpdate(timeStep);
            _mainScene.OnUpdate(timeStep);
        }
    }
}

This class is our UrhoSharp project. It handles the exceptions and initialises the Input of our project. Inside the Start method, we load our scene. We also override the OnUpdate method so that we can decide what will happen every time that the screen is refreshed.

At this point we should create the mainScene. In this project we have only a scene, but in a more complex project we can have multiple scenes. Maybe one for the menu, another for the game, another for the settings and so on. Because of this, I prefer to create a basic scene calling it BaseScene. The code of this class is this:

using Urho;

namespace UrhoSharpTutorial.Scenes
{
    public class BaseScene
    {
        private int width;
        private int height;
        public Scene Scene;
        public Node CameraNode { get; set; }

        public BaseScene(int width, int height)
        {
            this.width = width;
            this.height = height;
        }

        public void InitScene()
        {
            Scene = new Scene();
            Scene.CreateComponent<Octree>();
        }

        public void CreateCamera(Vector3 vector3)
        {
            CameraNode = Scene.CreateChild("Camera");
            CameraNode.Position = vector3;
            Camera camera = CameraNode.CreateComponent<Camera>();
            camera.Orthographic = true;

            camera.OrthoSize = (float)Application.Current.Graphics.Height * Application.PixelSize;
        }

        public void SetupViewport()
        {
            var renderer = Application.Current.Renderer;
            Viewport vp = new Viewport(Application.Current.Context, Scene, CameraNode.GetComponent<Camera>());
            renderer.SetViewport(0, vp);
            vp.SetClearColor(Color.White);
        }

        public virtual void OnUpdate(float timeStep)
        {
        }

        public virtual void Destroy()
        {
        }
    }
}

In this base class we store the width and the height of our surface (it’s not necessary but it could be handy). Here we have several methods to create our Scene (it’s mandatory to create a Scene, so don’t forget it), to create our Camera (again mandatory, and in this case it’s an orthographic camera) and to setup our viewport (again mandatory). We must do these things every time we need to create a scene and this is why I’ve created this base class.

Now we can finally create our mainScene. I’ll show you a basic code for a mainScene and then a more complex one where I’ll add some methods to handle the inputs and interact with the objects in our scene.

The basic scene is this:

using Urho;

namespace UrhoSharpTutorial.Scenes
{
    public class MainScene : BaseScene
    {
        public MainScene(int width, int height) : base(width, height)
        {
            CreateScene();
        }

        private void CreateScene()
        {
            InitScene();
            CreateCamera(new Vector3(0f, 0f, -15));
         
            SetupViewport();
        }
    }
}

Here we just initialise the scene, create the camera and set the Viewport. Now I can show you a more useful mainScene:

using Urho;

namespace UrhoSharpTutorial.Scenes
{
    public class MainScene : BaseScene
    {
        private MainSceneInput _mainInput;
        public float movementSize = 0.8f;
        public float movementSpeed = 0.25f;

        public MainScene(int width, int height) : base(width, height)
        {
            CreateScene();
        }

        private void CreateScene()
        {
            InitScene();
            CreateCamera(new Vector3(0f, 0f, -15));

            _mainInput = new MainSceneInput(this);
            _mainInput.OnEvaluateNode += MainInput_OnEvaluateNode;

            SetupViewport();
            CreateEvents();
        }

        private void MainInput_OnEvaluateNode(object sender, Node node)
        {
            
        }

        private void CreateEvents()
        {
            Application.Current.Input.TouchBegin += _mainInput.Input_TouchBegin;
            Application.Current.Input.TouchMove += _mainInput.Input_TouchMove;
            Application.Current.Input.TouchEnd += _mainInput.Input_TouchEnd;
            Application.Current.Input.KeyUp += _mainInput.Input_KeyUp;
        }
        
        public override void Destroy()
        {
            base.Destroy();
            Application.Current.Input.TouchBegin -= _mainInput.Input_TouchBegin;
            Application.Current.Input.TouchMove -= _mainInput.Input_TouchMove;
            Application.Current.Input.TouchEnd -= _mainInput.Input_TouchEnd;
            Application.Current.Input.KeyUp -= _mainInput.Input_KeyUp;
        }
    }
}

What I’ve added here is some logic to interact with our world. Precisely I’ve created several methods to handle the touches on the screen. I’ve implemented all the methods inside another class called MainSceneInput. The code of this class is:

using System;
using Urho;
using Urho.Actions;

namespace UrhoSharpTutorial.Scenes
{
    internal class MainSceneInput
    {
        private readonly MainScene _scene;

        public event EventHandler<Node> OnEvaluateNode;

        public MainSceneInput(MainScene scene)
        {
            _scene = scene;
        }

        private Node GetSelectedNode(float objX, float objY)
        {
            Ray cameraRay = _scene.CameraNode.GetComponent<Camera>().GetScreenRay(objX / Application.Current.Graphics.Width, objY / Application.Current.Graphics.Height);
            var result = _scene.Scene.GetComponent<Octree>().RaycastSingle(cameraRay, RayQueryLevel.Triangle, 100);
            return result?.Node;
        }

        public void Input_TouchBegin(TouchBeginEventArgs obj)
        {
            Node selectedNode = GetSelectedNode((float)obj.X, (float)obj.Y);
            OnEvaluateNode?.Invoke(this, selectedNode);
        }

        public void Input_TouchMove(TouchMoveEventArgs obj)
        {
            Node selectedNode = GetSelectedNode((float)obj.X, (float)obj.Y);
            OnEvaluateNode?.Invoke(this, selectedNode);
        }

        public async void Input_TouchEnd(TouchEndEventArgs obj)
        {

        }

        internal void Input_KeyUp(KeyUpEventArgs obj)
        {
            if (obj.Key == Key.I)
            {
                var camera = _scene.CameraNode.GetComponent<Camera>();
                camera.Zoom += 0.05f;
            }
            else if (obj.Key == Key.O)
            {
                var camera = _scene.CameraNode.GetComponent<Camera>();
                camera.Zoom -= 0.05f;
            }
            else if (obj.Key == Key.W)
            {
                _scene.CameraNode.RunActions(new MoveTo(_scene.movementSpeed, new Vector3(_scene.CameraNode.Position2D.X, _scene.CameraNode.Position2D.Y + _scene.movementSize, -1.0f)));
            }
            else if (obj.Key == Key.S)
            {
                _scene.CameraNode.RunActions(new MoveTo(_scene.movementSpeed, new Vector3(_scene.CameraNode.Position2D.X, _scene.CameraNode.Position2D.Y - _scene.movementSize, -1.0f)));
            }
            else if (obj.Key == Key.A)
            {
                _scene.CameraNode.RunActions(new MoveTo(_scene.movementSpeed, new Vector3(_scene.CameraNode.Position2D.X - _scene.movementSize, _scene.CameraNode.Position2D.Y, -1.0f)));
            }
            else if (obj.Key == Key.D)
            {
                _scene.CameraNode.RunActions(new MoveTo(_scene.movementSpeed, new Vector3(_scene.CameraNode.Position2D.X + _scene.movementSize, _scene.CameraNode.Position2D.Y, -1.0f)));
            }
        }
    }
}

In this class I have a method to evaluate which object the user has touched (in that case the OnEvaluateNode method will be called with the selected node). And another method to move the camera using the keyboard (of course you can change this as you want, this is just an example on how to intercept these events).

Conclusion

All the code added until now is a basic empty template for every UrhoSharp project you want to create. You can use this template as a starting point for your UrhoSharp projects.

I’ve added on bitbucket this source code with just a simple code to add a sprite to our scene, so from there it can be easier for you to add all the sprites you need. The link is: https://bitbucket.org/marcojak81/urhosharpbasictemplate/src/master/

I’ll create later other more advanced tutorial on UrhoSharp.

As usual, if you have questions, please ask me and I’ll try to help you.

%d bloggers like this: