My button Not responding on Hover or Click in Unity 2D UI - unity3d

Ok as you read title you will know problem. The problem is very old and much people tell fixes. But nothing works for me. So please help another time. I have EventSystem in hierchy. See picture
Let me show you my canvas picture of inspector
As you can see I have other Canvas so let me see you picture of that name "Shop Canvas"
My EventSystem in inspector
Panel of buttons in Inspector
And finally button in inspector(These 2 images for buttons because button in inspector is some long).
If you need more Info right below and I will edit the post. Thanks for your help

I had a similar issue of not being able to engage with a button. The reason being there was another UI component with ray cast enabled that did not allow inputs to reach the button.
For your case, I think it's the "The things...". Try disabling that and see if you can engage with the button again.

I had a similar issue, where I couldn't see button interactions in a scroll view. I eventually created a click event (which worked) to find the source of my problem. While it wasn't a Raycast problem, someone else might find this handy (or I will see it in the future!)
Mine (an issue I've accidentally 🤦‍♂️ created in the past) was that I set the color of the attached Image component to black and couldn't see the interaction states in the Button. So to restate, leave Image.Color white/opaque but change button states if you want dark menus.

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.

How to create a clip with Unity

I'm sorry if this question has already been answered, but I couldn't find anything that helped.
I'm new to Unity. I recently bought the book "Getting Started with Unity 5" from Packt, and followed it halfway through, but I'm stuck now.
It says:
In the Animation window, click on the up/down button to the right of the Idle_boy (Read-Only) text. This will bring up a list of
animations for the current character, as shown in the following
screenshot:
image from the book
At the bottom of the current pop-up dialog, select [Create New Clip]. This will bring up a Create New Animation dialog window.
Everything is fine, but when I click, my menu doesn't have the "Create New Clip" option, as shown on this screenshot
Has anyone ever had the same issue? Is there another way to create a clip from a different menu?
I'm using Unity 2017.1.0f3 Personal.
Any help is appreciated. Thanks!
I found a way to achieve this by using another menu.
In the Assets list, I right clicked on a folder, then Create > Animation. I renamed the new animation and dragged & dropped it on my ThirdPersonController in the Hierarchy view. If anyone has the same problem, I hope this will help :)

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.

iTunes U style download/progress/stop/play button

iTunes U for the iPhone has these wonderful buttons that show
the download progress
the stop button and the
play button (well, the "i" button)
in one place - see attached screenshot. Is this a system icon which can be called by code, or is it something thats not available for developers?
Anyhow: if someone has a source, that describes how to get such kind of buttons, I'd be very happy. It's clear to me, that the icons are controlled by a state-pattern in view-controller.
Thanks in advance.
There is DACircularProgress on github, it looks just like the circular progress bar on the Facebook app, I think you can take that, modify it to put the stop button on top and change the color and use it. check it out:
DACircularProgress

How to achieve slideToggle effect similar to facebook "New Stories" button with jQuery?

As you may know not long time ago facebook added several new features. One of them was a "New Stories" button which when clicked expands (with what I guess is a slideToggle effect) and shows new stories.
Here is the button I am talking about:
I would like to know How to achieve same slide / toggle effect and fade in effect that comes in after this button is clicked, with a help of jQuery.
I tried searching for this on internet, but all effects I found were regular slideToggle effects, I mean they started showing div from top and slided down to it's bottom (here is what I mean by regular content http://jsfiddle.net/TwxB4/), where as one facebook uses starts from the bottom of the hidden div and sort of slides to the top of it. (You will see what I mean if you check it on facebook).
Edit: I am only looking for a slideToggle effect and nothing else, I want to be abble to expand and shrink hidden div when user clicks on the link that lunches the effect.
Edit: Here is an illustration of the effect I'm looking for:
This example works the way you described, showing bottom content first:
http://jsfiddle.net/SBLNn/16/
Also full screen view here:
http://jsfiddle.net/SBLNn/16/embedded/result/
They may also do it by having the overflow of the feed hidden, and then setting a negative margin on the inner feed wrapper, then when you click they just animate that negative margin down to 0.
Does this works for you
http://jsfiddle.net/wb7h6/1/
updated version
http://jsfiddle.net/wb7h6/9/ I hope this is what you need
You want slideToggle() I think. See this jsFiddle.