Description -
I have a settings panel in my scene which appears if I click the settings button on my toolbar. By repeating this, I noticed one bug → The dot of all toggled toggles moves further and further. The dot of an untoggled toggle stays in the right position. Did someone fix that bug in the script interactable or did a workaround?
Screenshot
How to reproduce -
I used the toggles that were given by the example package. Place one that is already toggled and one not toggled and start play mode. Activate and deactivate the script Interactable on your toggle and you should see this behavior
My specsUnity 2019.2.8fMRTK v2.0
-- Edit --
Confirmed that this issue has been fixed in Mrtk v2.1.
Thanks for the report! I will ask one of our UX developers to investigate.
This will be tracked on our GitHub site as issue #6241.
This seems to be a problem with the library.
Since it only happens when you enable and disable the script, it possibly gets the X position on start() and then uses that to change the position of the circle.
This should be fixed in the latest MRTK verison (2.1)
https://github.com/microsoft/MixedRealityToolkit-Unity/releases/tag/v2.1.0
Please try out
Related
I'm trying to add an input field on my HoloLens (1st gen) app and when I click on the field the keyboard appears but then disappears.
The problem
My input field is an Unity UI input field and when I click using a finger tap on the input field I can hear a click sound and the keyboard appears but disappears right after.
What I've tried
According to the documentation, using Unity UI input field or TextMeshPro input field should allow me to use the keyboard in order to fill the input.
Any solution on how to fix this behaviour ?
I have also had same problem. Not only on the Hololens 1 but also on the Hololens 2.
I was using Unity 2021 versions but then rolled back to Unity 2019 version. It seemed to solve the problem of keyboard disappearing suddenly. You can also get more related information about the unity versions and MRTK keyboard here Keyboard disappearing all of a sudden.According to the link , certain 2020 or 2019 Unity version seems to have this issue fixed,but for me, Unity 2020 versions did not solve the issue.
On other hand,there is also one other issue with keyboard; when typed on the keyboard the cursor position did not seem to properly move with text and sometimes the text would get jumbled up. However, it was only around 20% of the time, so i went ahead with it.
Hope this helps.
Using TextMeshPro Input Field solved the problem
I've set my "Fullscreen Mode" in Player Settings to "Windowed" (and tried all the other options just in case), and not a single option seems to keep my window bars when I maximize. I've had to work around it and add my own ugly minimize and close buttons when it's maximized just so I can still have those options. What can I do to keep the window, bars, and buttons? Is Unity bugging when making my build or am I misunderstanding how this is supposed to work? I'm using Unity 2018.3.8f1, btw.
This seems to be the MAXIMIZED WINDOW FUNCTIONALITY IS BROKEN issue, which is found in Unity 2018.3.8f1. Solution is to upgrade Unity or try their proposed workaround found here
I've got a problem that is seemingly impossible to debug. My project originally started using 2019.2 and upgraded to 2019.3 without any problems. I then installed the preview package for the new input system.
This "disabled" all the buttons in that they are visible in the editor and during run time but they are impossible to click on or interact with.
To reproduce this issue I tried:
Creating a new empty 2D project
Installing and switching to the new Input System
Importing their demo scene from the package manager
At this point I tried running each scene. All of them worked except "SimpleDemo_UsingActions.unity".
I added a button to the "SimpleDemo_UsingPlayerInput.unity" and added a script to the button. With a function:
public void Button()
{
Debug.Log("Button Pressed");
}
I ran this scene and it worked! I could move around shoot the cubes that is built into the script and I could click on the button and it showed in the log.
For this reason I am stumped. I do not know how to debug this issue.
Can I have some advice? Has anyone had a similar issue or know how I would go about debugging this?
I managed to find the answer. For some reason using the new input system's "InputSystemUIInputModule" breaks all the UI and just does not work.
I fixed it by just deleting my EventSystem and creating a new one in the scene.
Do not. and I repeat. Do Not use the new input system's manager for the event system.
I write answer because it's first result in google.
To get rid of this, select EventSystem in hierarchy, then in inspector you should see warning and button to replace old input system with new.
Unity ver. 2019.4.1
Input System ver. 1.0.0
I'm still currently testing but I manage to get something by duplicating the defaultInputActions.inputactions file from the Packages >> Input System >> InputSystem >> Plugins >> PlayerInput.
I realized that that .inputactions has a UI Action Maps. I added more Action Maps and did some testing, the added action maps works and buttons are somewhat reacting as well.
Just sharing this now so that more developers can test this with me and hopefully find a way to work around this major issue.
Had the same issue. Make sure that the input system package, does not have any devices inside... It worked for me after migrating from the Previous Input System
I've encountered a very strange bug with Microsoft Visual Studio Code. I've been using VSCode for a few months now and never had this issue. When I open VSCode, the window just doesn't appear. The app is definitely open, because when I hover over the icon on my taskbar I can see what is being displayed in the app:
Unfortunately, when I click on it, the window does not appear.... I've uninstalled and reinstalled, deleted cache, tried older versions and nothing has worked. Has anyone else encountered this and fixed it? Any advice?
hover over VSCode icon in taskbar
right click on it
click on "New Window"
That should do it.
I had something similar. It appears that the window is just off-screen. I've used my DisplayFusion display manager - to move windows to center/top where I could handle it myself. I expect it'll also work using <Win> + <←> (maximize window to left side of screen).
In my case, the issue went away when uninstalling the GlassIt-VSC extension. I tried modifying the opacity of the window and then it disappeared. I highly suggest you try uninstalling this extension.
In my case I had connected HDMI cable but due to power off my monitor was off, but when I disconnected hdmi cable; VS code visible on my screen.
Got the answer since no one was helping.
Go to view.
Click solution explorer.
It should show the name of your project.
Click the small arrow at the beginning of the heading of your project.
Click source files.
Click yourproject.cpp.
Thank you.
I encountered a similar issue with a plugin called GlassIt while I was playing with a property called "glassit.alpha" somehow it went to 1 (possibly I changed it accidentally) and nothing showed up. (here's an image where you can slightly see that I set alpha to 20)
what i did was to just edit the %appdata%\..\Roaming\Code\User\Settings.json and set "glassit.alpha": 1, to 255
UPDATE I just realised there was already an answer I didn't see while I was writing this post
I had this issue during a remote desktop session and could bring the VSC window back via hitting F11 (via the onscreen keyboard in my case, since the F11 key on my keyboard was being captured by the host system).
In my case, I have a dual monitor setup, and the laptop was in clamshell mode. However, the laptop's built-in monitor was recognized as a third monitor, and VsCode was going there.
I'm just now learning how to use Unity to mess around in SteamVR. Every time I press the play button to test out my scene, I get this annoying popup. The tutorial I'm following doesn't have this problem. How can I get the popup to go away for good? I always "Accept" it and it tells me "I made the right choice" but then it just comes back next time. And... it pops up randomly as well...
Go to Assets/SteamVR/Editor/SteamVR_Settings.cs and change recommended_ShowUnitySplashScreen to true. You'll have to do this each time you update the SteamVR Unity Asset, until they fix it to check which edition you're using.
The location changed. I found the bool recommended_ShowUnitySplashScreen in Assets\SteamVR\Editor\SteamVR_UnitySettingsWindow.cs.