How to make UI's border disappear in Play mode in Unity - unity3d

In Game mode, the UI's border does not disappear, I have tried many times to fixed it but it still there.

Try disabling gizmos in the game view, but it's not likely to be the case.
Another thing may be any of your UI elements, try disabling and enabling them to see if the border disappears.
Or simply restarting Unity.

Related

Unity UI panel transparency

I'm working on my game and I want to add an inventory type system, when I added the panel it was a little transparent while the one in the video was watching was not. I didn’t see any setting for transparency in the Unity inspector for both the canvas and the panel. The UI mode is an overlay
I didn’t try much other than clicking all the check boxes, and I was excepting for the up to be a solid color.
If you have a Canvas Group in your hierarchy, it can come from here (Alpha property).
I needed to go to colors and slide this slider all the way up or down (the slider you need to change)

Unity, at higher resolution (2560 x 1440) tester cannot click the navigation elements on the screen even though they are in position

Here is my issue, the way my game works is that you click on the edges of the screen to navigate. This is done through an Overlay Canvas using OnPointerClick. I colored the navigation areas, and scale the canvas according to screen size and the navigation areas appear on their screen as they should. Yet they CANNOT click any of the elements for some reason. They have another monitor that works without issue. They've noted that their larger monitor is AMD. I've also confirmed that the ability to navigate in game has not been hindered. I have never had this issue (or any other testers) on 1920x1080 monitors.
I have completely exhausted what the issue can be, they cannot even navigate on a bare bones tutorial. Any ideas would be GREATLY appreciated.
Here is an image of their screen and the respective clickable navigation areas.
[img]https://i.imgur.com/NVQkA8g.png[/img]
Unity 2019.2.14f1
Put a Image component without sprite, because without that, you will not detect any click. You can set the alpha to 0 after you see that working.
Also check the anchors of the navigation areas.

How do I keep the title bar from causing rendering issues in Metal?

When I draw any shape (Whether it's textured or not) it will flicker when I go to fullscreen and make the title bar show when I move the mouse to the top. It will turn lighter and then back for like a split second. I don't know if this happens with solid colors, but when I color the vertices and draw a gradient or apply textures, this happens. It's annoying, even though it's subtle. How can I fix it?
How to reproduce: Create a shape in Metal, either color the vertices differently to create a gradient, or apply a texture to it, and make the window fullscreen. Move the cursor to the top of the window. When the title bar shows up, the shape/texture will flash briefly. How can I fix that?
I am using macOS 1.15 Catalina.
This can be demonstrated even with the Xcode's example Metal game. Just go to fullscreen, show the title bar, and it will be unsmooth when you show and unshow the titlebar.
UPDATE: I have realized, that if I put the drawing code in viewDidLoad() instead of draw() this behavior will cease. How do I make it so that it's not buggy without having to only render ONE frame?
ANOTHER UPDATE: It does occur for solid colors.
This is a very difficult question, because I don't know what to try. This bug is also very hard to fix, because it only sometimes happens.
Example of the bug (Video)
Another example of the bug that displays the "white flicker" (Video)
Also this question was only half answered, because it turns out that I managed to fix the problem of the titlebar blocking the framerate, but there is still a problem with the white flash.
After watching your video, I understand what your problem is. In your case UI (Tittle Bar) is blocking the main thread, it's normal behavior because MTKView rendering occurs on the main application threads. You need to create a custom metal view and implement a render loop on a background thread.
Your best bet is to report this as a bug to Apple. I tried to research and there seems to be no results about this bug.
I assume you want a fix, but all I got is a workaround:
It doesn't seem to occur while the drawing code only runs once, in viewDidLoad. Maybe you could keep it there, and manually call the MetalView's draw method 60 times a second. I figured out how to get what I said to work. Leave the drawing code in draw, but make sure to set the preferred framerate to 0. Then manually redraw it 60 times a second. Because the draw method auto redrawing is buggy in this sense.

Resizing with NGUI labels causing weird behaviour

I had a Facebook game, made with Unity utilizing NGUI. When the game loaded up for the first time, Facebook's dialog showed asking for permissions. To do this, the Unity container of the game is minimized.
The problem is when the game regained focus, some labels of the game were HUGE (And I mean huge, I could tell it was a label due to the color showing up, which was all I could see).
This happened everytime the game resized.
The problem was, in fact, in the labels. I had to make sure that all the labels had the Keep Crisp option set to "Never", so it wouldn't try to resize it and make everything weird and broken.

UIScrollView sporadically loses bounce and fluid scrolling

I have successfully implemented a working UIScrollView layer on top of Cocos2d using this fantastic tutorial:
http://bitbattalion.com/2011/09/uikit-uiscrollview-and-cocos2d/
However, the scroll view sporadically becomes sluggish and choppy, including almost always upon loading the scene. When it happens, the scrolling and is no longer is able to be flicked up or down with any sort of variable velocity. It also loses all of it's bounce and just stay partially of screen until the next touch is registered.
The weird thing is though, that if I simply pull down my Notification Center, it fixes the scroll view every time. The scrolling all of a sudden becomes perfectly fluid and the edges bounce beautifully into place.
What is happening here?
Instruments may help to tackle the problem. Run using the CoreAnimation Tool so you can get a good handle on where you might be experiencing the drop in frame rate. You'll need to have your device connected to run the CoreAnimation tool.
This tutorial is also available at http://mobileoverlord.com/instruments-optimizing-core-animation/
Select Profile from the build scheme.
Select the CoreAnimation Profiling Tool
When the tool is running scroll around in your scroll view and keep an eye on frame rate. 60 is great.
If you need to dial in on it any more you can turn on Color Blended Layers from the Debug Options in the Instruments Panel View(Menu) -> Instruments
Without Color Blended Layers (Left)
With Color Blended Layers (Right)
The basic rule of thumb here is, the more red you see the less optimized the view is for the animation. Although, you don't want to remove all red either, %50 is about right.