How do I make all layers to be activated automatically when added in QGIS - qgis

for some unknown reason, whenever I create or upload new layers to QGIS, the default is that the layers are always unmarked so they are deactivated. How do I change the settings that all new layers will be automatically be activated when uploaded ? enter image description here
I don't know what to try

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Defining custom state list

When I attach Interactable component to my prefab, I can choose one (or more) of 4 state blueprints, such as DefaultInteractableStates.asset. Although it contains 4 defined states, I would need to remove "Default state" from that. Is there a way I could define my own list of states? I can see the - button to remove state, but the asset is read-only, so I cannot edit it.
This looks like MRTK
=> in general all the original profile assets are read-only protected.
You always need to make a copy/clone of whatever profile you want to change and edit the copy instead and assign the copy to your profiles.
Also see How to configure Interactable.

How to add the new unity uxml(via ui builder) to game screen?

I installed the new Unity UI Builder. Everything works just fine...
But how do I add the uxml to my scene or how do I attache it to camera?
I tried to drag and drop the uxml to camera and I searched for a component, but I couldn't find anything... Is there any official documentation?
You must use an gameObject with PanelRenderer.cs attached to it:
For now, I only know you have to set UXML file and USS file. In play mode, by magic (I still don't understand how unity does it), it will render.
In the Github project you can see how things are for now. UIElementsUniteCPH2019RuntimeDemo
EDIT:
The project linked above uses UI Builder 0.8.
Runtime support is still not available using the packet manager.
You can add the preview version to your project by adding the following line to your manifest.json (it's located in the projects Packages-folder)
"com.unity.ui.runtime": "0.0.4-preview"
You may want to check whether a newer version is available.
Keep in mind that the preview version is intended for previews only. The api and workflow might change with newer versions.
Once runtime support is enabled you can use the Panel Renderer as described above.
In Unity 2021.2, when you add a UI Document to the hierarchy, a PanelSettings asset is automatically created and assigned to the that UI Document.
Simply add your uxml file to the UI Document -- there is no Panel Renderer component anymore.
Even though the UI Builder offers a preview of the menu over the actual game scene, there is no way to use that menu in a game using Unity's functionality or packages. To do that we need to use the code that comes with the demo by Damian Campeanu from Unite Copenhagen 2019 that you can find here: https://github.com/Unity-Technologies/UIElementsUniteCPH2019RuntimeDemo.
The demo has following structure.
Structure of the project
The files that we are interested in are located in Assets/UIRuntime folder. Simply copy this folder into Assets folder of your project.
After copying the the folder,create empty game object, and add two components in the inspector. Panel Scaler and Panel Renderer.
Game menu object with panel scaler and panel renderer components
Panel Scaller is responsible for scalling your menu for the display. Choose "Constant Physical Size" and 96 for both Reference and Fallback DPI. Those are the values from the original demo and 96 DPI is a typical pixel density for most computer screens (it is different on mobiles and high density screens).
Panel Renderer is the place where you will set your UXML and USS (Unity Style Sheet) files (Uxml and Unity Style Sheet fields. Leave the last two of fields empty, and tick the "Enable Live Updates" checkbox. This will enable you to show the updates in the game viewport as you make them.
I wanted to comment under existing answer by Pablo but I'm new so I can't.

Swift: Assets not visible to UI tests when ran from the command line

I have a set of UI tests that are testing the state of a checkbox. There is no in-built checkbox element in swift, therefore I am using two images (checked and unchecked). When I am running the tests with the simulator open, everything works fine. When I am running the tests in the command line (needed for continuous integration) all the tests fail at the parts where images(assets) are included. Therefore the assets are not visible to UI tests (even though I gave them visibility in the image settings)
This is how I am testing the images:
tablesQuery.cells.containing(.staticText, identifier: item).images["checked"].tap()
Should I call the images in a different way? Is there any other option to make images visible besides checking the option to make images visible to the UI tests?
UI tests are opening the application itself and testing the presence of elements on it. Therefore, file paths are not visible to them (just like objects). A good trick is to set an accesibility identifier of the image every time the image changes state. Set the identifier with the same name as the image that is present and it should work.
accessibilityIdentifier = "checked"

how can we set/change the default shape directory

My question is around, how can we set/change the default shape directory.
I am currently working on to set an org structure for a company. The scenario is that people keep joining the company and I want Tableau to pick a default image in the org structure instead of default available shapes (circle, square, plus, etc).
You can see the snapshot of the dashboard, where I do not have the image for resource3 and Tableau picked + automatically. P.S.: the above snapshot is sanitized and I used gender icons for the image instead.
Please help me figure out either, how to add an image as default in the default folder and location of the default folder? or how can I set a different folder as default?
This is the image that I want to set as default. Any help is appreciated.

How to reinitialize label after directory chooser was used?

Today I created a customized directory chooser scrren with a directory chosser component and a label displaying the free disk space. The label has an initialization script which calculate the free disk space and set the value to the label. also the "Reset initialization..." checkbox is selected. That works fine if I go step back and return to my custom screen. But if I select a directory with the directory chooser the label is not reinitialized. For the chosser component I implemented a validation script and the first action at this script ist to call formEnvironment.reinitializeFormComponents();. I thought the validation will also be triggered after I have chosen the directory without clicking the next button like the description implicated to me. Is there another way to reinitialize the label?
Indeed, the initialization script is just run once when the screen is shown. In your case, you would have to update the label text from your validation script of the directory chooser. You can access the label in this way:
((JLabel)formEnvironment.getFormComponentById("123").
getConfigurationObject()).setText("new text");