Msft MRTK3 on Unity for HoloLens 2 - Object Manipulator feature overrides button clickable/pressable functions. Why? - unity3d

I am trying to design a UI panel using MRKT3 for the HoloLens 2. It is a panel with pressable buttons. Anytime I add object manipulator script (to make panel grabbable, interactable, etc.) this unfortunately seems to make my buttons no longer clickable.
How can i go about this?
Inspector with Object Manipulator included

For the issue reported, what is likely happening is the button is getting the parent attributes applied via inheritance. From the image, one cannot see the code or relationship but that is what sounds like in the post.
If you have the pressable button to be the parent and underlying objects under it, that should work.

Related

Unity UI Resume Game button is unclickable

So i have been trying to create a pause menu for my project, however the resume button is un-clickable (the same i believe for another button on this menu). The event system does not show anything when hovering over this button or attempting to click it.
Screenshot of Event System not showing button object
The button itself is set to interact-able and has the button's image as it's target graphic. The canvas it is also placed on also has the Graphic Ray-caster component attached. I also do not believe that there is any UI object covering the button preventing it from being clicked.Screenshot of Pause Menu UI as seen from scene view to show no blocking objects I am making use of the first person character controller starter asset by unity as well as the new input system.
I am unsure as to what could be causing this, I have also tried locking the cursor of the starter asset inputs.
Any advice would be greatly appreciated.

Unity UI button not reacting to clicks or hovering

I'm using Unity 3D's new UI system to build a pause menu for my game. Currently I'm trying to have my buttons respond to mouse clicks. Some of my hierarchy is as follows:
When I click on one of my buttons in-game nothing happens, this includes a lack of button animation that should occur when hovering. My "Main Canvas" gameobject contains the following components:
I have already ensured that my Image component has "Raycast target" checked and that my Button component has "Interactable" checked.
Could this be because my Canvas' render mode is in screen space (camera)? I need the render mode to be set to this because I have 3D models that are added in front of the UI during gameplay.
Things I have already tried / checked:
Ensured that an EventSystem was present
Checked that another UI element wasn't covering the buttons, preventing a raycast
Ensured that the camera rendering the UI is above my main camera that is attached to the player. The rendering UI camera has a layer of 1 while the player camera has a layer of 0.
Your EventSystem GameObject is missing the Standalone Input Module Script component.
Select your EventSystem->Add Component ->Standalone Input Module. Done!
The gif below decsribes two ways to do that.
If anyone here ever runs into this problem and none of these fixes work, go to Edit > project settings > Input, then in the inspector tab click the little gear icon in the top right corner and click Reset. this should fix all your buttons!
Ensured that EventSystem component is present in the hierarchy. Without EventSystem unity is not able to track any events that's occurring in the particular scene
Try to change short order in canvas. Maybe the button canvas is blocked by another canvas.
If anyone here ever runs into this problem and none of these fixes work:
Chose your button in Hierarchy -> Find "Canvas" in Inspector -> Delete IT(Remove component)!
If you´re using the InputSystemPackage go to Edit > ProjectSettings > Input System Package. And in supported devices make sure there´s a Mouse option, if not, press the + button below and add the mouse device.
If you are pausing the game by setting the timescale to 0, then no input will work if the update mode of the input system is set to process events in Fixed Update, since the fixed update is not run at zero timescale - you can change the update mode in Edit > ProjectSettings > Input System Package.
Input settings screenshot
For me it was because the button was covered by other components in the Canvas. I changged put the button in the very front whithin the campus, and it works now
Please check for the "EventSystem" to be present in Hierarchy to make button working.
refer the attachment for it
I had this same problem in Unity v2020.3.24f1, and after trying all suggestions to no avail I noticed in my case the Graphic Ray-casting was un-checked. Just in case somebody tried everything and is still facing this issue, make sure it is ticked in the canvas element!.
Had a similar issue, my event system already had the Standalone Input Module attached and I apparently followed the warning and replaced it with Input System UI Input Module which broke mouse events. Adding the standalone Input module back isn't enough, the other input module must be disabled or removed. So try using the Standalone Input Module exclusively in your event system.

Build some sort of workflow in JavaFX

I'm trying to build some sort of visual workflow in JavaFX. I want my application to have one main screen with the next and previous buttons, something like an installer. When a user clicks next, all the elements of the next screen appear in the same element. All previous choices of the user have to be saved. So when a user clicks on the previous button that all of his choices are still there.
How would I go on to do this?
I found these links on Google, but they don't seem to help me. Something like this is a bit the direction that I want to go, but the code in this tutorial isnt't really that good for scene's with a lot of elements.
The DataFX Framework provides a Flow API that can be used to define workflows. By doing so you can simply navigate between MVC Groups by only using annotations or configurations. You can find some examples of the API here:
http://www.guigarage.com/2014/06/datafx-tutorial-5/
http://www.guigarage.com/2015/02/quick-overview-datafx-mvc-flow-api/
http://www.guigarage.com/2015/01/datafx-tutorial-6/
I haven't worked with JavaFX in a while, but I'll start by saying I really hope you are using the JavaFX scene builder.
The way I would do it off the top of my head without going back and relearning JavaFX is to create a main window in the scene builder, and have a sort of central content display area, which holds another custom JavaFX container that contains the content you want to display, of which you can then create several of and swap out which one is being displayed programmatically.
Basically, create several smaller components representing each step or screen and display them programmatically in an owning container.

How to drag and drop a component over other components (other than parsys) in CQ5?

I have created a button component in CQ5 without inheriting existing button component. Now I want to
place this button component over another custom Banner component by drag and drop method from sidekick. I gave the banner comp as parent for my button and in banner I gave this button in allowed children and made it as container too. also I have created design dialog for the banner component where I added this button component in allowed components option. still I am not able to drag and drop this button over the banner, as its going either above or below this banner and the banner itself is inside parsys. if I include the component via jsp, its working fine. but I must do it by drag and drop.
I am new to CQ5, appreciate any help I can get. thanks in advance.
A parsys is the fundamental container component for composition. Applying this functionality manually into another component would require quite a bit of custom configuration.
If you look at the parsys at /libs/foundation/components/parsys, you will see that it is defined as a container by the property cq:isContainer - true, which instructs CQ to allow for drag and drop. There are multiple sub nodes that will need to be defined etc.
If you are trying to limit only a particular component to be dropped in, this may make sense, and yo should look at the image component, however, the best approach is to make a component that contains a parsys.
Remember that the author's should have the ability to add as much as they want to, and a single object does not allow for this flexibility. You should be handling bad author activity through a review process before the content is published, rather than enforcing it on a software level.
Hope that helps.
Drag and Drop feature is available on Parsys or IParsys only. So to achieve your requirement you need to include parsys in banner component.
If you want to restrict banner parsys to allow button component, please use design config and select button component in button's parsys

Programmatically select menu item for mvvm prism application using Telerik RadMenu

Hello I have a prism/mvvm style application and am using the RadMenu control. I also have a view/view model pair in one project and another view/view model pair for my RadMenu control in another project. Basically I would like to use the event aggregator to send an event to the view model for the RadMenu (the view model that is paired with the view that the RadMenu sits inside of). So that the RadMenu's view model can notify the RadMenu to switch to a different RadMenuItem programmatically. I think I can use a blend behavior to contain the behavior I'm looking to reproduce, but I cannot find a method in the RadMenu that will allow me to programmatically select a specific menu item.
If the control does not support this now, is there a work around? Thanks.
I believe this is a missunderstanding. As far as I know there is no selection on the RadMenu. You can only Check or Uncheck Items in your Menus. Are you trying to emulate a user clicking on a specific item just to trigger the functionality behind the menu-item? If that's the case I would propose another way and directly handle the EA-Message in the ViewModel. You can trigger the code from there then. If you're doing MVVM the logic behind the menu-items is implented in your VM anyways. :)