Glyph Adjustment Table autoly adds new Pairs in Unity TMP - unity3d

I'm a developer of mobel game.
My project is facing a problem about TMP.
[example]
The table was cleared, however, new pairs appear autoly after a period of time.
Sometime the AX value is "-Infinity" ,makes text starts from newline which is very wrong.
I need this table clear,how can I switch the auto-adding off, or what trigers the auto-adding so that I can avoid from that.
Thank you.

Related

How can you load the player character when they join?

I want to make a Roblox game with multiple scenes that you can load your character into.
The problem with this is that I cannot find any way to do this. I’ve done a reasonable amount of research online, but all I get are guides on how to load a character once using a plugin, rather than getting the person who joined’s character and loading it into a certain position.
How to get the person who joined’s character and load it into a certain position?
To create somebody's character, call Players:CreateHumanoidModelFromUserId with the Player's UserId. Then you can move it by calling PivotTo on their HumanoidRootPart.
Note: do not use Model.PrimaryPart to grab the HumanoidRootPart. On R6 characters, this is actually the character's Head. You're better off calling FindFirstChild("HumanoidRootPart") (or WaitForChild).
You'll notice that this positions the character from their torso's center, and not from their feet. So you'll need to offset that vertically by 3 studs if the character is not Rthro (is of fixed size, like R6). If the character is Rthro (is R15, and your game has scaling enabled), then you'll need to call GetExtentsSize on the character Model.
So, something like:
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local function loadStage(player: Player)
-- ...
local character = Players:CreateHumanoidModelFromUserId(player.UserId)
local rootPart = character:FindFirstChild("HumanoidRootPart")
-- assuming R6 this will be fine
rootPart:PivotTo(CFrame.new(myDesiredPosition + Vector3.yAxis * 3))
rootPart.Parent = Workspace
-- ...
end
Players.PlayerAdded:Connect(function(player)
loadStage(player)
end)

Roblox - creating a multistory maze

I am trying to create a multistory maze. I found it fairly easy to create the first level, then I realized I had no idea how to simply raise this first level up in order to create a second level beneath it.
Also, is there a way to 'fuse' all of these wall parts into one object and then raise this object up?
Edit: Much to my embarrassment, their is a way to fuse objects. The 'Union' tool is what I needed, but had no idea existed. I 'fused' (unioned) the various parts that made up my walls and joined them together into one big part. After that unioning, moving the entire maze upwards became quite easy.
I don't understand your problem but I think that you're making a 3D maze in roblox and you want the first level to go up and the second level to form below the level.
If the maze is NOT procedurally generated AND the maps are built by hand. Then you can make the script detect if the player won, and then raise the first level by either using tween or using loops (I'd recommend tween because loops and linear tweening does the same), and then make an effect that shows it forming (Transparency, parts coming back together, etc..).
I will show you the simplest example. But you can add whatever you want
local ts = game:GetService("TweenService")
local ti = TweenInfo.new(0.5, Enum.TweenStyle.Linear, Enum.TweenDirection.Out) --Customize it to your liking
local levels = game.LevelStorageParent.LevelFolderOrModelHere:GetChildren()
local pos = workspace.Level1.Position --Change (Not the levels because we are not cloning this)
local levelYRaise = 10 --Put any number or just get bounding box for full raise
ts:Create(workspace.Level1, ti, {Position = Vector3.new(pos.X, pos.Y+levelYRaise, pos.Z):Play()
local newLevel = levels.Level2:Clone()
newLevel.Parent = workspace
newLevel.Pos = workspace.Level1.Position - Vector3.new(0, workspace.Level1.Size.Y, 0)
newLevel.Transparency = 1
ts:Create(newLevel, ti, {Transparency = 0}):Play()
Change the code to your liking and your hierarchy names and parenting

MIT-Scratch : Sequential cloning without delay

I am just starting to play with this as an educational tool for a youngster and encounter strange behavior whilst attempting to clone sprites.
I setup a global variable for position x,y in sprite_1 and clone a sprite_2 object. This object immediately copies the global x,y to local x,y and exits. Later sprite_2 renders using the stored local x,y.
sprite_1:
sprite_2:
I expect the four sprites to clone diagonally up/right on the screen according to this small reproduce-able example. Instead I appear to get four sprite_2 objects all on top of each other:
If I add a delay of 1 second onto the end of the clone(x,y) function however all is well:
As all four sprite_2 objects appear to be where the last clone was placed, I have a suspicion that the clones are not created immediately but instead created as a batch all at once, at some time and therefore are all taking the last coordinates from the globals _clone_enemy_x/y.
Is this the case? is there are way to circumvent this behavior or what is the solution?
I have 2 possible solutions to this problem:
Go to the "define clone()()" block, right click it, open up the advanced dropdown, and tick "run without screen refresh".
Get rid of the custom block all together, but use the original source for that block in the actual code.
I hope this helps!

aggridOptions.api.addItems sets data upside down

I am using aggridOptions.api.addItems to add array of data to my grid. the function adds my data from the end to the start.
if my array is [1,2,3,4,5] I see it in my grid after the insert as [5,4,3,2,1]. How can I fix it?
Thanks,
It looks like this is a bug in the implementation - we've fixed it and it'll be available in the next scheduled release (to be released tomorrow).
You can either wait for the next release or manually insert the items one by one.
Given the fix will be released tomorrow however I'd just wait for it and this issue will go away for you.

AutoCompletion on UISearchBar

I am developing applcation with UISearchBar & TableView. On UISearchBar's text enter event I am reading char. & for entered text I am geeting results from database. But problem is that it is kind of blocking call. so I have wait till result gets back but again I pressess next char. I have to query from database. For each chars enter, I have query with entire text enterd from database. I want to implement AutoCompeltion like google search bar. As In google search bar, to get list for entred chars user has to wait.
Iwant that to be implemented in my applcation. I am using iPhoneSDK 3.0.
Same thing is running while I am pressing BackSpace. but the problem is that on iPhone Simulatior it application crashes if I press BackSpace continuously.
Can anybody give me hint ???
You could always implement your text lookup on a separate thread -- it might not offer suggestions as often, but it at least wouldn't block.
If you do this, make sure to "remember" the text the lookup is based on -- then, if the text in the UISearchBar no longer matches it, throw out the results you had -- the will no longer apply.
Example:
The user has typed "bri". Tour lookup determines that possible suggestions are "bridle", "bridge", "bride" and "brigand". If by the time your lookup returns the user has added a 'd', you don't want to suggest "brigand" any more. You don't necessarily have to throw out the whole list, but you want to at least remove the items that no longer work.