I am using the GridObjectCollection Script from MRTK to display a number of buttons. I am instantiating the buttons dynamically through a script and place them as children of the GridObjectCollection GameObject. Now you can Update the collection through the UpdateCollection() function. Everything works as expected except the following case:
If i want to display a set of different buttons in the same GridObjectCollection, i destroy all children of the collection and instantiate the new buttons as before and call the UpdateCollection() function. But the collection is not updating properly. The old buttons were destroyed and the new added, but the placement is shifted. If i click the UpdateCollection button in inspector, the collection is correctly updated.
Why UpdateCollection() is not working as expected after modifying the content of the collection?
I just fixed the problem. If the collection is updated in the next frame, the update works as expected.
So i am starting a Coroutine and call the update function there.
private IEnumerator InvokeUpdateCollection()
{
yield return null;
gridObjectCollection.UpdateCollection();
}
Related
I have the following situation I need an answer to:
I have a parent object with children. These children all have unique meshes. Whenever these children are selected in the SceneView, the parent needs to be selected in stead. The children should never have their inspectors exposed (not even a fraction of a second).
How do I do this?
There are two possible solutions that I have come up with which are not the solution I wish to go for.
First being using [SelectionBase] attribute on the parent object. This work perfectly, but only once. The first time the child is selected, the parent gets selected. However, when I click the child again, it still gets selected.
Second solution was to react on Selecten.onSelectionChanged. This however is too slow. I can set the selection to the parent if a child gets selected, but the child gets exposed for a few frames still.
Is there an instant solution to this which can guarantee me the functionality of SelectionBase, but then every time in stead of only the first time I click it?
Thanks in advance! :)
I have found a way to do exactly what i want. I combine the [SelectionBase] attribute with a piece of code in the editor OnSceneGui.
First add the [SelectionBase] attribute to your class
Second add this code to its editor class
private void OnSceneGUI()
{
HandleUtility.AddDefaultControl(0);
//Get the transform of the component with the selection base attribute
Transform selectionBaseTransform = component.transform;
//Detect mouse events
if (Event.current.type == EventType.MouseDown)
{
//get picked object at mouse position
GameObject pickedObject = HandleUtility.PickGameObject(Event.current.mousePosition, true);
//If selected null or a non child of the component gameobject
if (pickedObject == null || !pickedObject.transform.IsChildOf(selectionBaseTransform))
{
//Set selection to the picked object
Selection.activeObject = pickedObject;
}
}
}
This allows the first pick to select the component. From then on, only when you select non-child objects in the scene, selection will actually change.
I'm having odd issues trying to use Unity's Text Mesh Pro Input Field UI element. I don't actually know if the layout is causing it though.
I have a scroll view which uses a vertical layout to organize objects under the content object. Each object in the scroll view has a horizontal layout inside it which fits two input fields next to one another so essentially the Scroll view has two columns of input fields.
However I'm getting odd behavior from the input field. When I start typing it won't show the input until I've entered two characters (i.e. I type '0' and it shows nothing then I type another '0' and it will show '00'). Additionally I have some code that automatically populates the input field with default value, below is an example of how I do this:
gameObject.GetComponent<TMP_InputField>().text = numVal.ToString();
However the values never show up, but I can confirm that they are being populated by checking the inspector window while the game is running. Under the TMP_Input Field component, the 'Text' field shows the correct value but I can't see it in the input box.
I'm getting no errors or warnings.
Is it the scroll view or the layered layouts that are confusing the Input Field's script? Something else? Any advice, help, and questions are appreciated.
EDIT:
I've found that it may have something to do with the way the objects are added to the scroll view. The content of the scroll view (which has the vertical layout) get's objects added to it during run time. This is done through instantiating a prefab.
Instantiate(DoubleInputNodePrefab, contentObject.transform);
This prefab object has the horizontal layout and two children, each an input field. If I add this prefab to content window before I run the game it works fine (expect that none of my intended code works since it relies on modularly adding and removing these objects) but I can give input and it looks fine.
WORK AROUND:
I won't consider this a solution but it is a work around I'm going with for now. Using a 'normal' input field rather than a Text Mesh Pro one doesn't create the same issues and works as intended.
I am new to Unity, so this is probably a dumb question but here goes:
I have a Unity app; it has several scenes. One of those scenes has a Canvas upon which there are several overlapping Panels. On one of the Panels (PanelA), there is a Dropdown. When the app first runs PanelA is active and on top by default and the dropdown works fine. But after I deactivate PanelA with a C# call to
panelA.SetActive(false);// hides the panel
and then later reactivate it like so:
panelA.SetActive(true); // redisplays the panel
The dropdown no longer displays its list of option when clicked on. The dropdown is still there and still shows its first option "None" and when clicked on the drop-down changes color to indicate that it was touched, but the dropdown does not drop down its list of options.
What am I missing? Why doesn't the dropdown show the list of options?
Thanks
Windows 10 Pro v1709, unity 2017.1.1f1 Personal
My hierarchy is like so, PanelB is the panel that gets set active after PanelA is inactivated:
The script called when the dropdowns option is selected is called like so in Start():
PickDropDown.onValueChanged.AddListener(delegate {
myDropdownValueChangedHandler(PickDropDown);
});
and the called function is:
private void myDropdownValueChangedHandler(Dropdown target) {
Debug.Log("selected: "+target.value);
stage = 0;
currentval = PickDropDown.options [PickDropDown.value].text;
advice.text = "";
title.text = currentval;
if (currentval != NONE) {
advice.text = "You chose to do "+currentval;
nextVal();
}
}
void newVal(){
Debug.Log("newVal " );
PanelA.SetActive (true);
PanelB.SetActive (false);
Debug.Log("options count="+ PickDropDown.options.Count );
}
void nextVal(){
Debug.Log("nextSet " );
PanelB.SetActive (true);
/*** next line shows the answer to my problem - from killer_mech **/
Destroy(PickDropDown.transform.Find("Dropdown List").gameObject);
/***************************************************************/
PanelA.SetActive (false);
}
Yes, this is a bug in unity. I can reproduce this now. This is happening because Unity is creating a game Object called "Dropdown List" inside dropdown which should get destroyed after the closing. But I have noticed a slight delay is happening while destroying(I used editor debug mode for this). When you set the game object active flag as false, it somehow stops the destroy object and results in object Dropdown List staying there so next time when you try to interact with it the object will still present. You will also notice a white box below the Dropdown list after this which indicates the dropdown list still is present.
For the solution what I did was just before I was about to turn my gameobject off I used
Destroy(PickDropDown.transform.Find("Dropdown List").gameObject);
Destroying this object solves the problem. I know this is not a good way to do it, but I checked whether any references to options are destroyed while destroying this which resulted in no error for me. And Dropdown creates new "Dropdown List" gameobject. So it is safe to assume that destroying is OK. Well not sure if any other good solution for this is out there but for now you can use this.
Note: I have tested this bug with Panel, Empty Gameobject as parent and finally with Dropdown
This shows what is happening inside the drop-down. 1) During No popup 2) During Open 3)After setactive off before the child is destroyed.
I have a DataGridCheckBoxColumn in my DataGrid which is to indicate the rows the user has selected. I want the checkboxes to be checked/unchecked with a single click. Making the column editable (i.e. IsReadOnly="False") means the user has to click twice (first click just selects the row, 2nd click changes the checkbox), so I decided to set/clear the property the column is bound to in the view model code in response to the SelectionChanged trigger firing.
Setting/clearing the property works fine, however as soon as I call NotifyPropertyChanged("name of collection the grid is bound to") to get the view to show the change, this causes the SelectionChanged trigger to fire again. This loops about 10 times until an exception is thrown.
If I remove the call to NotifyPropertyChanged, the SelectionChanged trigger fires once, but of course I don't see any change in the UI. The collection is a PagedCollectionView if this makes any difference.
How can I get this to work? Note - I am using MVVM pattern, so everything is done with bindings to View Model (no code behind).
Thanks
Sounds like you have a infinite loop by design.
but try using the selectionchanging instead of selectionchanged,
or put a isloading flag in your viewmodel and dont call the inotify if the isloading is true
I found a very simple solution that doesn't involve triggers or code behind. See: Silverlight single-click checkbox DataGrid columns
It seems to work by using a column template, but only providing the CellEditingTemplate and no CellTemplate.
I have a CTabFolder with one of its CTabItems which may change its contents on a given user action. But I don't know how to force the display once the contents have changed. I get the tab item blank; if I resize the window suddenly everything appears.
I'm not posting the code because I did some wrapping in Scala, but this is basically what I'm doing:
The CTabItem has a ScrolledComposite, set with setControl()
The ScrolledComposite contains a Composite
everything else is under this Composite
When the contents need to be changed, I take the existing CTabItem object, set it to a new ScrolledComposite, with a new Composite, from which hangs the new contents.
Calling redraw() and update() on the CTabFolder object doesn't do it... What should I do?
Thanks
Have you tried calling layout()?