How can I fade player character when he goes inside or outside of the area? Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?Premultiplied Alpha And Alpha TestingHow can I create 2D shadows that let me detect when the player is inside them?Stencil based mask with alphaBlinking objectUnity Camera - Clamping when Zoom changes?Shader to see silhouette through alpha blended spritesHow can i keep the spawned cubes to be inside the given area?have humanoid animation effected by physicsPlayer area in navmesh?Dissolving fog of war when entering a room

List *all* the tuples!

What are the pros and cons of Aerospike nosecones?

How does a Death Domain cleric's Touch of Death feature work with Touch-range spells delivered by familiars?

What do you call a plan that's an alternative plan in case your initial plan fails?

3 doors, three guards, one stone

Can a non-EU citizen traveling with me come with me through the EU passport line?

Did Xerox really develop the first LAN?

Dating a Former Employee

How discoverable are IPv6 addresses and AAAA names by potential attackers?

Why is black pepper both grey and black?

Is there a "higher Segal conjecture"?

How do I mention the quality of my school without bragging

What is the correct way to use the pinch test for dehydration?

What are the motives behind Cersei's orders given to Bronn?

Is the argument below valid?

Why did the IBM 650 use bi-quinary?

What is the musical term for a note that continously plays through a melody?

What causes the vertical darker bands in my photo?

Why does Python start at index -1 when indexing a list from the end?

Diagram with tikz

How to motivate offshore teams and trust them to deliver?

When to stop saving and start investing?

How to deal with a team lead who never gives me credit?

Antler Helmet: Can it work?



How can I fade player character when he goes inside or outside of the area?



Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
Announcing the arrival of Valued Associate #679: Cesar Manara
Unicorn Meta Zoo #1: Why another podcast?Premultiplied Alpha And Alpha TestingHow can I create 2D shadows that let me detect when the player is inside them?Stencil based mask with alphaBlinking objectUnity Camera - Clamping when Zoom changes?Shader to see silhouette through alpha blended spritesHow can i keep the spawned cubes to be inside the given area?have humanoid animation effected by physicsPlayer area in navmesh?Dissolving fog of war when entering a room



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








12












$begingroup$


I want to fade the player when he goes out of the area.



For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).



when elephant is inside green area his alpha should be 1



photo_2019-04-15_07-21-39



when elephant is outside of green area his alpha should be 0



photo_2019-04-15_07-21-35










share|improve this question











$endgroup$


















    12












    $begingroup$


    I want to fade the player when he goes out of the area.



    For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).



    when elephant is inside green area his alpha should be 1



    photo_2019-04-15_07-21-39



    when elephant is outside of green area his alpha should be 0



    photo_2019-04-15_07-21-35










    share|improve this question











    $endgroup$














      12












      12








      12


      4



      $begingroup$


      I want to fade the player when he goes out of the area.



      For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).



      when elephant is inside green area his alpha should be 1



      photo_2019-04-15_07-21-39



      when elephant is outside of green area his alpha should be 0



      photo_2019-04-15_07-21-35










      share|improve this question











      $endgroup$




      I want to fade the player when he goes out of the area.



      For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he gradually becomes visible (using fading effect).



      when elephant is inside green area his alpha should be 1



      photo_2019-04-15_07-21-39



      when elephant is outside of green area his alpha should be 0



      photo_2019-04-15_07-21-35







      unity shaders






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 1 hour ago









      Kromster

      8,75844059




      8,75844059










      asked yesterday









      Seyed Morteza KamaliSeyed Morteza Kamali

      5,32482459




      5,32482459




















          1 Answer
          1






          active

          oldest

          votes


















          24












          $begingroup$

          You can use world space to fade your character.




          The object space (or object coordinate system) is specific to each
          game object; however, all game objects are transformed into one common
          coordinate system — the world space.



          If a game object is put directly into the world space, the
          object-to-world transformation is specified by the Transform component
          of the game object.



          https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space




          Fading by world space



          Record_2019_04_15_07_13_25_154



          Shader "Smkgames/worldSpaceFade" 
          Properties
          _Size("Size",Vector) = (2,2,0,0)

          SubShader
          Pass
          CGPROGRAM

          #pragma vertex vert
          #pragma fragment frag


          struct vertexInput
          float4 vertex : POSITION;
          ;
          struct vertexOutput
          float4 pos : SV_POSITION;
          float4 position_in_world_space : TEXCOORD0;
          ;

          vertexOutput vert(vertexInput input)

          vertexOutput output;

          output.pos = UnityObjectToClipPos(input.vertex);
          output.position_in_world_space =
          mul(unity_ObjectToWorld, input.vertex);

          return output;

          float2 _Size;

          float4 frag(vertexOutput input) : COLOR

          float3 world = input.position_in_world_space;

          float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
          return smoothstep(1,0,equation);


          ENDCG





          Surface Shader



          After understanding world space we can use it in our surface shader:



          Record_2019_04_15_07_14_24_876



          Shader "Smkgames/worldSpaceFade" 
          Properties
          _Size("Size",Vector) = (2,2,0,0)
          _Color ("Color", Color) = (1,1,1,1)
          _MainTex ("Albedo (RGB)", 2D) = "white"
          _Glossiness ("Smoothness", Range(0,1)) = 0.5
          _Metallic ("Metallic", Range(0,1)) = 0.0

          SubShader
          Tags "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
          Pass
          ZWrite On
          ColorMask 0

          LOD 200

          CGPROGRAM
          #pragma surface surf Standard fullforwardshadows alpha:fade

          #pragma target 3.0

          sampler2D _MainTex;

          struct Input
          float2 uv_MainTex;
          float3 worldPos: TEXCOORD2;
          ;

          half _Glossiness;
          half _Metallic;
          fixed4 _Color;
          float2 _Size;

          void vert (inout appdata_full v, out Input o)
          UNITY_INITIALIZE_OUTPUT(Input,o);
          o.worldPos = mul(unity_ObjectToWorld, v.vertex);



          UNITY_INSTANCING_BUFFER_START(Props)
          UNITY_INSTANCING_BUFFER_END(Props)

          void surf (Input IN, inout SurfaceOutputStandard o)
          fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
          float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
          o.Albedo = c.rgb;
          o.Metallic = _Metallic;
          o.Smoothness = _Glossiness;
          o.Alpha = smoothstep(1,0,equation);

          ENDCG

          FallBack "Diffuse"






          share|improve this answer











          $endgroup$













            Your Answer






            StackExchange.ifUsing("editor", function ()
            StackExchange.using("externalEditor", function ()
            StackExchange.using("snippets", function ()
            StackExchange.snippets.init();
            );
            );
            , "code-snippets");

            StackExchange.ready(function()
            var channelOptions =
            tags: "".split(" "),
            id: "53"
            ;
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function()
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled)
            StackExchange.using("snippets", function()
            createEditor();
            );

            else
            createEditor();

            );

            function createEditor()
            StackExchange.prepareEditor(
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: false,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: null,
            bindNavPrevention: true,
            postfix: "",
            imageUploader:
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            ,
            onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            );



            );













            draft saved

            draft discarded


















            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f170041%2fhow-can-i-fade-player-character-when-he-goes-inside-or-outside-of-the-area%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown

























            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            24












            $begingroup$

            You can use world space to fade your character.




            The object space (or object coordinate system) is specific to each
            game object; however, all game objects are transformed into one common
            coordinate system — the world space.



            If a game object is put directly into the world space, the
            object-to-world transformation is specified by the Transform component
            of the game object.



            https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space




            Fading by world space



            Record_2019_04_15_07_13_25_154



            Shader "Smkgames/worldSpaceFade" 
            Properties
            _Size("Size",Vector) = (2,2,0,0)

            SubShader
            Pass
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag


            struct vertexInput
            float4 vertex : POSITION;
            ;
            struct vertexOutput
            float4 pos : SV_POSITION;
            float4 position_in_world_space : TEXCOORD0;
            ;

            vertexOutput vert(vertexInput input)

            vertexOutput output;

            output.pos = UnityObjectToClipPos(input.vertex);
            output.position_in_world_space =
            mul(unity_ObjectToWorld, input.vertex);

            return output;

            float2 _Size;

            float4 frag(vertexOutput input) : COLOR

            float3 world = input.position_in_world_space;

            float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
            return smoothstep(1,0,equation);


            ENDCG





            Surface Shader



            After understanding world space we can use it in our surface shader:



            Record_2019_04_15_07_14_24_876



            Shader "Smkgames/worldSpaceFade" 
            Properties
            _Size("Size",Vector) = (2,2,0,0)
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Albedo (RGB)", 2D) = "white"
            _Glossiness ("Smoothness", Range(0,1)) = 0.5
            _Metallic ("Metallic", Range(0,1)) = 0.0

            SubShader
            Tags "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
            Pass
            ZWrite On
            ColorMask 0

            LOD 200

            CGPROGRAM
            #pragma surface surf Standard fullforwardshadows alpha:fade

            #pragma target 3.0

            sampler2D _MainTex;

            struct Input
            float2 uv_MainTex;
            float3 worldPos: TEXCOORD2;
            ;

            half _Glossiness;
            half _Metallic;
            fixed4 _Color;
            float2 _Size;

            void vert (inout appdata_full v, out Input o)
            UNITY_INITIALIZE_OUTPUT(Input,o);
            o.worldPos = mul(unity_ObjectToWorld, v.vertex);



            UNITY_INSTANCING_BUFFER_START(Props)
            UNITY_INSTANCING_BUFFER_END(Props)

            void surf (Input IN, inout SurfaceOutputStandard o)
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = smoothstep(1,0,equation);

            ENDCG

            FallBack "Diffuse"






            share|improve this answer











            $endgroup$

















              24












              $begingroup$

              You can use world space to fade your character.




              The object space (or object coordinate system) is specific to each
              game object; however, all game objects are transformed into one common
              coordinate system — the world space.



              If a game object is put directly into the world space, the
              object-to-world transformation is specified by the Transform component
              of the game object.



              https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space




              Fading by world space



              Record_2019_04_15_07_13_25_154



              Shader "Smkgames/worldSpaceFade" 
              Properties
              _Size("Size",Vector) = (2,2,0,0)

              SubShader
              Pass
              CGPROGRAM

              #pragma vertex vert
              #pragma fragment frag


              struct vertexInput
              float4 vertex : POSITION;
              ;
              struct vertexOutput
              float4 pos : SV_POSITION;
              float4 position_in_world_space : TEXCOORD0;
              ;

              vertexOutput vert(vertexInput input)

              vertexOutput output;

              output.pos = UnityObjectToClipPos(input.vertex);
              output.position_in_world_space =
              mul(unity_ObjectToWorld, input.vertex);

              return output;

              float2 _Size;

              float4 frag(vertexOutput input) : COLOR

              float3 world = input.position_in_world_space;

              float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
              return smoothstep(1,0,equation);


              ENDCG





              Surface Shader



              After understanding world space we can use it in our surface shader:



              Record_2019_04_15_07_14_24_876



              Shader "Smkgames/worldSpaceFade" 
              Properties
              _Size("Size",Vector) = (2,2,0,0)
              _Color ("Color", Color) = (1,1,1,1)
              _MainTex ("Albedo (RGB)", 2D) = "white"
              _Glossiness ("Smoothness", Range(0,1)) = 0.5
              _Metallic ("Metallic", Range(0,1)) = 0.0

              SubShader
              Tags "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
              Pass
              ZWrite On
              ColorMask 0

              LOD 200

              CGPROGRAM
              #pragma surface surf Standard fullforwardshadows alpha:fade

              #pragma target 3.0

              sampler2D _MainTex;

              struct Input
              float2 uv_MainTex;
              float3 worldPos: TEXCOORD2;
              ;

              half _Glossiness;
              half _Metallic;
              fixed4 _Color;
              float2 _Size;

              void vert (inout appdata_full v, out Input o)
              UNITY_INITIALIZE_OUTPUT(Input,o);
              o.worldPos = mul(unity_ObjectToWorld, v.vertex);



              UNITY_INSTANCING_BUFFER_START(Props)
              UNITY_INSTANCING_BUFFER_END(Props)

              void surf (Input IN, inout SurfaceOutputStandard o)
              fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
              float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
              o.Albedo = c.rgb;
              o.Metallic = _Metallic;
              o.Smoothness = _Glossiness;
              o.Alpha = smoothstep(1,0,equation);

              ENDCG

              FallBack "Diffuse"






              share|improve this answer











              $endgroup$















                24












                24








                24





                $begingroup$

                You can use world space to fade your character.




                The object space (or object coordinate system) is specific to each
                game object; however, all game objects are transformed into one common
                coordinate system — the world space.



                If a game object is put directly into the world space, the
                object-to-world transformation is specified by the Transform component
                of the game object.



                https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space




                Fading by world space



                Record_2019_04_15_07_13_25_154



                Shader "Smkgames/worldSpaceFade" 
                Properties
                _Size("Size",Vector) = (2,2,0,0)

                SubShader
                Pass
                CGPROGRAM

                #pragma vertex vert
                #pragma fragment frag


                struct vertexInput
                float4 vertex : POSITION;
                ;
                struct vertexOutput
                float4 pos : SV_POSITION;
                float4 position_in_world_space : TEXCOORD0;
                ;

                vertexOutput vert(vertexInput input)

                vertexOutput output;

                output.pos = UnityObjectToClipPos(input.vertex);
                output.position_in_world_space =
                mul(unity_ObjectToWorld, input.vertex);

                return output;

                float2 _Size;

                float4 frag(vertexOutput input) : COLOR

                float3 world = input.position_in_world_space;

                float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
                return smoothstep(1,0,equation);


                ENDCG





                Surface Shader



                After understanding world space we can use it in our surface shader:



                Record_2019_04_15_07_14_24_876



                Shader "Smkgames/worldSpaceFade" 
                Properties
                _Size("Size",Vector) = (2,2,0,0)
                _Color ("Color", Color) = (1,1,1,1)
                _MainTex ("Albedo (RGB)", 2D) = "white"
                _Glossiness ("Smoothness", Range(0,1)) = 0.5
                _Metallic ("Metallic", Range(0,1)) = 0.0

                SubShader
                Tags "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
                Pass
                ZWrite On
                ColorMask 0

                LOD 200

                CGPROGRAM
                #pragma surface surf Standard fullforwardshadows alpha:fade

                #pragma target 3.0

                sampler2D _MainTex;

                struct Input
                float2 uv_MainTex;
                float3 worldPos: TEXCOORD2;
                ;

                half _Glossiness;
                half _Metallic;
                fixed4 _Color;
                float2 _Size;

                void vert (inout appdata_full v, out Input o)
                UNITY_INITIALIZE_OUTPUT(Input,o);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex);



                UNITY_INSTANCING_BUFFER_START(Props)
                UNITY_INSTANCING_BUFFER_END(Props)

                void surf (Input IN, inout SurfaceOutputStandard o)
                fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
                o.Albedo = c.rgb;
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = smoothstep(1,0,equation);

                ENDCG

                FallBack "Diffuse"






                share|improve this answer











                $endgroup$



                You can use world space to fade your character.




                The object space (or object coordinate system) is specific to each
                game object; however, all game objects are transformed into one common
                coordinate system — the world space.



                If a game object is put directly into the world space, the
                object-to-world transformation is specified by the Transform component
                of the game object.



                https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space




                Fading by world space



                Record_2019_04_15_07_13_25_154



                Shader "Smkgames/worldSpaceFade" 
                Properties
                _Size("Size",Vector) = (2,2,0,0)

                SubShader
                Pass
                CGPROGRAM

                #pragma vertex vert
                #pragma fragment frag


                struct vertexInput
                float4 vertex : POSITION;
                ;
                struct vertexOutput
                float4 pos : SV_POSITION;
                float4 position_in_world_space : TEXCOORD0;
                ;

                vertexOutput vert(vertexInput input)

                vertexOutput output;

                output.pos = UnityObjectToClipPos(input.vertex);
                output.position_in_world_space =
                mul(unity_ObjectToWorld, input.vertex);

                return output;

                float2 _Size;

                float4 frag(vertexOutput input) : COLOR

                float3 world = input.position_in_world_space;

                float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8);
                return smoothstep(1,0,equation);


                ENDCG





                Surface Shader



                After understanding world space we can use it in our surface shader:



                Record_2019_04_15_07_14_24_876



                Shader "Smkgames/worldSpaceFade" 
                Properties
                _Size("Size",Vector) = (2,2,0,0)
                _Color ("Color", Color) = (1,1,1,1)
                _MainTex ("Albedo (RGB)", 2D) = "white"
                _Glossiness ("Smoothness", Range(0,1)) = 0.5
                _Metallic ("Metallic", Range(0,1)) = 0.0

                SubShader
                Tags "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
                Pass
                ZWrite On
                ColorMask 0

                LOD 200

                CGPROGRAM
                #pragma surface surf Standard fullforwardshadows alpha:fade

                #pragma target 3.0

                sampler2D _MainTex;

                struct Input
                float2 uv_MainTex;
                float3 worldPos: TEXCOORD2;
                ;

                half _Glossiness;
                half _Metallic;
                fixed4 _Color;
                float2 _Size;

                void vert (inout appdata_full v, out Input o)
                UNITY_INITIALIZE_OUTPUT(Input,o);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex);



                UNITY_INSTANCING_BUFFER_START(Props)
                UNITY_INSTANCING_BUFFER_END(Props)

                void surf (Input IN, inout SurfaceOutputStandard o)
                fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8);
                o.Albedo = c.rgb;
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = smoothstep(1,0,equation);

                ENDCG

                FallBack "Diffuse"







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited 1 hour ago









                Kromster

                8,75844059




                8,75844059










                answered yesterday









                Seyed Morteza KamaliSeyed Morteza Kamali

                5,32482459




                5,32482459



























                    draft saved

                    draft discarded
















































                    Thanks for contributing an answer to Game Development Stack Exchange!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid


                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.

                    Use MathJax to format equations. MathJax reference.


                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function ()
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f170041%2fhow-can-i-fade-player-character-when-he-goes-inside-or-outside-of-the-area%23new-answer', 'question_page');

                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    Popular posts from this blog

                    Magento 2 duplicate PHPSESSID cookie when using session_start() in custom php scriptMagento 2: User cant logged in into to account page, no error showing!Magento duplicate on subdomainGrabbing storeview from cookie (after using language selector)How do I run php custom script on magento2Magento 2: Include PHP script in headerSession lock after using Cm_RedisSessionscript php to update stockMagento set cookie popupMagento 2 session id cookie - where to find it?How to import Configurable product from csv with custom attributes using php scriptMagento 2 run custom PHP script

                    Can not update quote_id field of “quote_item” table magento 2Magento 2.1 - We can't remove the item. (Shopping Cart doesnt allow us to remove items before becomes empty)Add value for custom quote item attribute using REST apiREST API endpoint v1/carts/cartId/items always returns error messageCorrect way to save entries to databaseHow to remove all associated quote objects of a customer completelyMagento 2 - Save value from custom input field to quote_itemGet quote_item data using quote id and product id filter in Magento 2How to set additional data to quote_item table from controller in Magento 2?What is the purpose of additional_data column in quote_item table in magento2Set Custom Price to Quote item magento2 from controller

                    How to solve knockout JS error in Magento 2 Planned maintenance scheduled April 23, 2019 at 23:30 UTC (7:30pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?(Magento2) knockout.js:3012 Uncaught ReferenceError: Unable to process bindingUnable to process binding Knockout.js magento 2Cannot read property `scopeLabel` of undefined on Product Detail PageCan't get Customer Data on frontend in Magento 2Magento2 Order Summary - unable to process bindingKO templates are not loading in Magento 2.1 applicationgetting knockout js error magento 2Product grid not load -— Unable to process binding Knockout.js magento 2Product form not loaded in magento2Uncaught ReferenceError: Unable to process binding “if: function()return (isShowLegend()) ” magento 2