Button obscured by another Button can't be pressed - unity3d

There are 2 buttons - Button A and Button B.
Button B is situated on top of Button A.
Button B has it's Button Component removed.
I want the user to be able to click on Button A even though Button B obscures it.
How can I achieve this?

Not sure What is your question but if you want to click start button while air button is above it. you should disable the option on button called Interactable and also uncheck the toggle in image component of that button called Raycast Target. and that will do it.

Of course Button B button will block the one underneath it. Because Image component and Text and/or other Image component that button has blocks raycast to the button underneath of it.
You can do one of the following:
Remove your Button B button, because if it's not doing anything and actually interferes with a behavior you want then why have it in the first place? Think about it
Uncheck Raycast Target in your Button B button's Image component
Disable Image component of Button B button altogether
Thinking about first item on the list will benefit you greatly.
If you want a solution then use second or third option on the list, but bare in mind that unchecking Raycast Target or disabling Image component of your "Air" button still leaves an Image and/or Text as a child of aforementioned button that CAN and WILL block raycast to your Button A button.

Related

UI Button doesn't disappear when deactivating parent in hierarchy

I'm trying to write a simple main menu page with this hierarchy:
MainMenu (an empty game object)
↳ Canvas
↳ PlayButton (a TextMeshPro Button)
I want the button to deactivate the 'MainMenu' object in the hierarchy when clicked, thus hiding its Canvas child and the Button along with it. To do this, I'm providing the MainMenu object reference to the Button's OnClick() callback and calling 'GameObject.SetActive' to false when clicked.
My problem is that when I click the button, the MainMenu hierarchy get grayed out in the editor but the Button sticks around with its yellow Highlighted color shown. It does disappear if I change the display resolution while still in Play mode (maybe forcing a refresh?), but I can't figure out why deactivating the MainMenu wouldn't make it refresh in the same way.
I've tried calling SetActive(false) on the PlayButton and the Canvas themselves- I also tried setting enabled = false on them, but the Button appearance behaves the same. From everything I've read, calling SetActive(false) should hide whatever gameObject I call it on, so I can't figure out what I'm missing.
Alright, found my own mistake. The Camera's Clear Flags setting was Don't Clear, so even calling Destroy(gameObject) on it didn't remove it from the screen.
Setting the Camera to use ClearFlags: Solid Color fixed the problem.
It looks to me like you have a button in your grid that is displaying. When the game is playing, after you click to turn off the button, go to the scene tab, click the yellow button and see where that object is.
If in doubt (For testing purposes only) delete the button on click and if you see something else then it is obviously not that button.

XCode 10 adding action to button

I'm trying to make a Cocoa app with buttons that run simple command line scripts.
I can't seem to figure out how to add the action to my button.
I've read some docs that suggest holding down option and dragging the button into controller code but I think they are out of date. Can someone suggest how to get there from this screenshot?
You need to first select your button, then hold the control ⌃ button on your keyboard and then drag that across to your view controller. That will then give you the option of what to name your method etc.
Actually I had the same problem and the root cause was just the drag method. From the descriptions I had assumed that I need to press CTL and then drag while having the left mouse button pressed. This did not work at all (in my environment). Then I noticed that "it works" with the right mouse button. But the result was not correct. (E.g. I could not get "Action"). Finally I found: I have to use the right mouse button only for dragging without holding CTL. Then I got the correct result.

Unity new UI button click able outside of button area, non clickable over button area

I have created new UI button in empty scene,
Whenever I click on button its not click-able , but when I take cursor slightly above the button area and click, it gets clicked.
I guess Something like offset problem occurring?? Any fix to that?
NOTE I have tried creating new scene same result
,also created new project though Same result.
Did you check the EventSystem gameObject, it displays which UI element you are hovering, and other useful information.
After lot of trial and errors, reinstalling Unity did the job

Button with lost focus using PerspectiveTrasnform

Well, I make a Pane based on an example of JavaFX samples (Display Shelf), I put Panes with Labels, Buttons, ComboBox, TableView where's the ImageView. It is working, when I click on Pane, it does the animation correctly, but the buttons that I put in vertical on Right of Pane, receive the focus out of where they are. When I move the mouse button, nothing happens, but if I move the mouse to down of it, I can click in the button that so reveice the focus. The local where I have to move the mouse to button to receive the focus is increasingly far (down) if the button is below the other.
I'm using the Perspective Transform of JavaEX and all is in JavaFX Samples, just changed some params of size (width and height). This effect may be interfering in focus? Or can be another problem? If anyone already had this problem please help me. Thanks.

how to do tooltip on button in iphone?

I am having download icon on my page i want that when the user takes his finger over the button a tooltip should show as showing download in text.
is there any option in iphone to show a tooltip???
Dan is absolutely right on how to do it but I'd answer you should rethink your design to not need the tooltip at all.
There's a reason that there isn't one by default - what if the user presses down on the button to see what it does, reads the tooltip and realises that's not what they want. They then have to be very careful not to let go while still over the button or it will press and do the wrong thing. (And most users don't know that they can press down over a button, move their finger off it and release it to cancel the press.)
You should rethink your design to make it obvious what the buttons do without the user having to interact with them first.
However, if you definitely still want a tooltip, Dan's method is fine.
Nothing built-in, no. If you think about it, generally a tooltip appears when you mouse over the target item. There's no "mousing over" with a touch interface.
You can definitely roll your own, though. Start by placing a view containing your tooltip contents exactly where you want it with an alpha of 0%. Make a custom button with no content that outlines your download icon, and hook its "touch down inside" action to a method that animates the tooltip view to an alpha of 100%. Hook your button's "touch up inside" , "touch down outside" and "touch up outside" actions (and maybe some others--you might want to experiment with that) to a method that animates the tooltip view back to an alpha of 0%.
There isn't native support for this in iOS. But you can create your own.
I ended up creating my custom tooltip/popover class.
Can be initalised with any content view and dynamically adjusts it's frame.
Hope it helps.
https://github.com/akeara/AKETooltip