Unity inspector unable to save text script - unity3d

I am trying to edit existing project in unity version 2017.1.3f1 my goal is to change the value of a text script using direct edit from the inspector. However everytime i save the project and run the application the change i have made is not reflecting. Can any one advice me on how to deal with this.
The methods that i have tried
Click the gear icon to load the csharp script but always showing error code
"Unable to open C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll: Check external application preferences.
I have change editor from MONO and Visual Studio but still no luck.
i have attached here some images that can help understand my concern.
RED circle is for the text wanted to change and the gear icon is suppose to leas the code but showing error as mention above

You are using Unity, and therefore the component system. The text is part of the old (deprecated) set of GUI components.
The editor window only allows you to cache the text that will be displayed. In order to load/change text, you need to create a C# script. C# script is added by pressing the AddComponent button, for example. Next, you need to use the Using UnityEngine.UI directive for your component, or TMPro for the Text Mesh Pro component.
If your changes don't show up, it's likely that the project has a system that loads certain texts into your text field. In this case, you need to find out which script is responsible for this.

Related

Doubleclick open all type of file directly in text editor

I have a problem with Unity and I hope you can help me because, actually, I don't understand.
For each double click on any file, even the scenes or other internal type, Unity open it directly inside Sublime3.
Does anyone know how to fix?
ADD:
The problem is that EVERYTHING now opens with that, even the scenes and the prefabs
if I double click on the scene or the prefab and it opens sublime with the binary 0001010010101
Just to be clear, cause I was confused a bit, what you should do is to go in the Edit->Preferences->External Tools and there under External Script Editor choose Open By File extension. This way script files will open with Sublime3 (or whatever you had set up before), and scene files will open in unity properpy.

How to remove window frame in game made in Unity?

So all my problem is illustrated in the title. When the game is launched and (for example) the windowed mode is chosen at the Configuration Window, how can I remove a window frame (where "minimise" and "close" buttons situated)?
P.S. Maybe there were a solution before I asked but I couldn't find the answer.
Unity has some built-in Unity Standalone Player command line arguments. One of them is
-popupwindow: Create the window as a a pop-up window, without a frame.
Either create a new link to your standalone_app.exe file and add the parameter -popupwindow to the target path.
Or you can use the approach from this post:
open the Windows Editor app (or any text editor) and do
/path/to/your/built/app.exe -popupwindow
and save it as .bat file. If you now doubleclick that it opens without the Window bar.
You can than later convert this to an exe using e.g. BatToExe
Update to Comment/Answer
You can change it to be Exclusive Fullscreen in the Player Settings under the Resolution and Presentation section.

Custom tab is unclickable

I have some Unity .asset files which contains 3D models. I want to be able to convert / export these 3D models into a more common format which will be accepted by 3D Max.
I read that I need to use a custom script since Unity doesn't support this out of the box, so I tried to set up this plugin script:
http://wiki.unity3d.com/index.php?title=ObjExporter
I created a new project called Test, copied the two CS scripts into the "My Project Name/Editor" folder, and although the custom tab in Unity shows up, it is not click-able.
Also, I had to change line 79 to:
objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture);
From:
objMaterial.textureName = EditorUtility.GetAssetPath(mats[material].mainTexture);
As it was giving me an error.
Which version of Unity? In 3.5.7 you should see the following:
The Custom menu item should be in the main tool bar. Also included for reference is the project hierarchy, to show that the scripts are in the correct folder. I copied the scripts verbatim from the OP's link.

How to develop interface like Eclipse using GTK?

I want a write a desktop application using GTKMM. I want the interface to be made of different panels like in Eclipse you have the Project Explorer, Console, Properties, etc. You should be able to drag the panels to change their position, close them and popout them (not sure if you can popout the panels in Eclipse but you can do it in Visual Studio).
I am using the word panels here as I am not sure what the right term is. I guess some call it dockable windows.
Any pointers on how this can be achieved in GTKMM?
The term is "docking" widgets and the GDL Library is the easiest way to get started with that. You may have seen GDL in action in applications like Anjuta and Inkscape. The documentation isn't that great, but, the source code includes a sample app and once you get going with it it's not that hard.
Basically, you add your widgets to a DockItem and those to a Dock. You put a DockBar somewhere in your application to which the docked items can be minimized. You can save and load the dock "layout" to XML files so that the user doesn't have to re-arrange the dock items every time they start the application.

Removing text in the banner in a Windows Installer project

I'm using the standard Visual Studio deployment project and want to remove the text in the banner (the text that says "Welcome to the Your Project Setup Wizard".
I want to remove it because I want a custom banner and don't want the text written over the banner.
I can't see any properties in VS to allow this. Can it be done without prodding around in the .MSI?
Cheers,
Steve
You can "remove" the text by removing the Welcome dialog and replacing it with a custom dialog. In VS 2005 -
Right click on the Setup project in the solution explorer
Select View - User Interface
Under the Start group for Install and Administrative Install delete "Welcome"
Then you can add a "Textboxes (A)" dialog (right click the "Start" group and select Add Dialog) to the project, set the visible property for the text boxes to false. Move the Textboxes (A) up to the top of the "Start" sequence.
The properties for this dialog include:
BannerBitmap
BannerText
BodyText
This should allow you to control the look / feel (to a certain extent) of this new "Welcome" page.
I'd just like to add to this that sometimes creating a custom dialog is a pain in the rear and that you can follow the advice at http://social.msdn.microsoft.com/Forums/en-US/winformssetup/thread/5af7ff28-3dbb-4a8a-8d62-a09af9e32b29 to use a tool called InstEdit (http://www.instedit.com -- there is a free version) to edit the outputted installer and remove the BannerText
I don't believe there is an easy way (e.g. changing a property). I had the same problem recently. I couldn't find anything. Ended up using Orca to "prod around in the .msi". It seems the only thing you can alter easily is the language it's displayed in.