I've an issue with fotorama slider
Sliding fotorama slider with my mouse
When I mouse up for drag again the next pict => fullscreen mode is throwed
Preconditions
Checked on Magento 2.4 but this problem surely exists on previous versions
Steps to reproduce
Install a new magento project
Create a product with multiple pictures
Go on product page in front
Slide the product slider for few pixels
MouseUp, Meh -> the fullscreen is lauched
Expected result
When I release the mouse I would like it to give me the choice to scroll to the next picture
Not open the fullscreen mode !
Actual result
The fullscreen mode is open when I don't want to, I just want to drag the images with my mouse...
I've opened an issue on github magento2 repository : https://github.com/magento/magento2/issues/34112
Related
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.
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.
I have been struggling with this and could not find a solution.
I am creating a statusitem app for mac osx using swift. When the item is clicked a popover with a custom view that has a webview in it appears. everything works fine except that after clicking outside and the popover is closed and clicking again on statusitem to show popover this time the view (webview) is not responsive to mouse movement events like mouse hover a link etc.. unless I click inside the popover to activate it. I found a solution by calling NSApp.activateIgnoringOtherApps(true) but this greys out other opened applications like chrome.
Now my question is that, can I make the app active without greying out other apps? dropbox mac app is an example, clicking the item in status bar, opens the popover of dropbox and its responsive to mouse events but other opened apps in the background are not greyed out and they are responsive to mouse movement events, even after clicking inside it doesn't grey out other apps unless a window appear e.g. preferences window or login window. How to achieve this behaviour?
this image shows how webview is not interactive with mouse
the second image show how it is interactive with mouse hover effect on "Advertising Programs" but chrome app is greyed out
On this site : mecanomedic.com, the menu template work fine in "normal" desktop browser, but dont slide down on ipad-iphone device. What can be the problem ?
Some tell me it's a css problem, but HOW safari desktop work ?
The problem is that the menu expansion relies on the user hovering with a mouse. On touch devices like iPads & iPhones, the hovering gesture can't be replicated because there's only one input- touch. If I were you, I'd take a look at Twitter's Bootstrap menu setup and perhaps use media queries to serve up a different menu on smaller screen sizes.
Here's an example of a Bootstrap navigation bar in action (you'll have to inspect the code to see how it works).
Add a href to the top-level <a>'s so that they can be focusable:
Produits
Elements that are focusable receive mouse events and hover styles when the user taps on them.
As #Matt stated, the problem is that your menu relies on a hover event and unfortunately that event is unavailable on touch screen devices.
One way to fix this would be to:
Check if the current user's device is an iOS device
If the device is an iOS device, use javascript to trigger a menu item's "show event" when the menu button is CLICKED instead of ROLLED OVER / HOVERED.
This would result in the menu being shown when the user taps a menu button.
I'm using the mediaelement.js jQuery plugin HTML5 player. The player is used in the background of the page so that all menus are above the player. This works perfectly on Firefox, Chrome, OSX Safari and Opera. On iPad Safari, the menus still appear above the video in a z-indez position layered div, but I can't actually click on the menus.
Any idea or suggestion?
I'm having the same problem as lonchbox.
On mobile devices I have a anchor with position:fixed on the bottom right corner, that opens up a div on the click event. On any area of the website the click event works normally, but if I try to click on it while above the player, the click doesn't work.
The pointer-events:none solution is not the case since the player is not capturing the wrong intent of the click, and the click event of the player is working correctly.
I'm guessing it's a z-index problem - on a quick debug via the safari web inspector, deleting the player div makes everything alright. But changing the position to absolute and setting up a high z-index (on both the anchor and the player div, also on the player div's parents) didn't made a difference.
So the menu you want to click on, that shows above the media element doesn't work? There is a CSS property that you can set on the element you don't want receiving clicks, its called pointer-events.
So for your player you could have a rule like this:
.thePlayer {
ponter-events:none;
}
when that rule is set, it can no longer receive click events. You probably don't want the rule to apply all the time, so use some javascript to set it only when the dropdown is activated.