I am working on a networking game where a roomListItem shows all the available gamerooms online. for every gameroom a button gets instantiated inside the roomListItem and this happens as intended, the problem is that the button that gets instentiated is invisible, i can resize it but still can't see it.
i already tried moving the button at the bottom of the hierarchy but it's still not visible.
The problem is that you are masking all the content, there is an object named Viewport that contains a mask component, this component causes that all UI elements below it will be masked, you can try:
Remove it.
Change the sprite for another one if you like to mask it in some way.
GIF here: https://share.getcloudapp.com/YEu8JPXN
Related
I have a question regarding Unity and mrtk. I need to create an object, which can be deleted via button push. This button should be attached to the object. Now there is the app bar which can be attached to the object and which is very convenient because the buttons are only displayed on the side of the object you currently look at. However the app bar does not seem to work properly with the new bounding box and after deactivating the adjust button on it. So my question basically is, how do i make a button which is attached to the object, hovers on it and is only displayed on the side of the object i am currently looking at? The script of the app bar is very poorly commented, so i cannot figure out which part is responsible for making the button appear on the correct side and correspondingly how to write a script displaying the delete button only on the correct side (following the direction i am currently looking at).
To solve this problem you need a free Canvas that attaches to your object. This Canvas should be adjusted to the dimensions of the object and always look at the camera. To do this, first create a canvas and set RenderMode to World Space, Remember that you have entered the Event camera reference.:
After completing the canvas, make a button like the one below and place it in the body. In this section, adjust the dimensions so that you want to appear in near of your main object.
Finally, I suggest using Look At Constraint to match the canvas and the view to the camera. Insert the camera as source and fix Constraint settings it as shown below.
Example Result
I'm currently writing up a UI-Centric game, and I've added a small image overlay over some elements on screen. However, the problem is that now I can't click any buttons behind this overlay image, regardless of transparency etc.
Just to chance it, I set up a new layer called "noUIclick" and set it to ignore every other layer under physics settings - long shot I know, but no dice. Tried also simply swapping to 3D view and moving the overlay image back on the z-axis.
Is there any easy way to set a layer for UI components which will entirely ignore/allow for passthrough of mouseclicks onto the buttons in the background?
On the Image component, uncheck raycastTarget.
I have a UI Scroll View in Unity showing a list of Toggles that I dynamically populate. My problem is that when I instanciate a new element in this list, it is in the inspector but it is not rendered on the screen ?
This happens also when i manually add a ListElement GameObject to the content element of the list.
What is very weird is that if I move the window so that the screen size changes, it is drawn... Cf. the two screen shots.
On the first screen shot, I added a ListElement prefab, like you can see, it is not drawn but it is there and active.
Then I resized the Editor Window and it magically pops up... This happens also on a build of the game (on Android for example, it is drawn when screen orientation changes but not before...).
I tried to Force canvas redraw, LayoutForceRebuild but it doesn't work. The fact is that i have no idea why this is happening...
Screen shot 1 :
Screen shot 2 : the red arrow shows what I did to make it drawn
Screen shot 3 : with Show mask enabled on the view port
Screen shot 4 : same as 3 but after resize
I met with this problem too and finally solved it, dunno whether it's a same situation.
I find the window or UI Elements repaints only when refered variables are changed. So when it comes to the ListView, it is not called "OnValueChanged" if you add elements to [ListView.itemsSource]. The solution is to new a list and assign to [ListView.itemsSource].
I am working on a 2D project and I want to zoom in my map by scrollwheel. I am sure that my code is working (because during the play mode, field of view changes when scrollwheel is rotated) but no change on the screen is observed.
Besides, during play mode even if I change the field of view manually (from the editor), the screen view remains same. That is, although field of view is observed to be seen changing but the screen view is not.
What are the possible reasons for that?
Here is the screenshot of the editor attached:
Possibly because you're using screen space canvas. Put the canvas in the world space for field of view to have any effect.
My app alternates "pages" of SceneKit content with images and text. When I advance from an image page to a new SceneKit page, the content from the previous SceneKit page is briefly displayed before being replaced by the new content. Funky.
I'm only using one SCNScene and one SCNView. When I transition to an image type page, I hide the SCNView. To reinstate a new SceneKit display I:
remove all nodes from the rootNode
load new node graphs from file
add the new node graphs to the rootNode
unhide the SCNView
Evidently the unhiding is asynchronous and I'm seeing the remnants of the earlier scene while the new one is establishing. I'm having a similar issue with AVPlayer as well.
In past apps I experienced this same issue with MPMoviePlayer and delt with it by displaying a blank view over the movie view and then hiding that on notification that the current movie had loaded. Perhaps I can deal with the AVPlayer issue in the same manner but I don't see this applying to SceneKit. Even in the case of AVPlayer I'd like a better way of dealing with the issue if possible.
edit_1: I've tried Hal's idea of swapping out SCNScenes but still get the momentary residual image. I've tried using two SCNViews and alternately swapping them out. I've also tried moving the camera past visible elements before exiting the current scene. The prepareObjects:withCompletion handler did nothing.
It appears that it's not the nodes nor the SCNScene that is persisting but a rendered image of the scene. This is also supported by witnessing this effect with movie players as mentioned above.
edit_2: I tried a mask but like all other attempts it fails. I did have "success" with using an SCNAction to move the camera offscreen plus a completion handler to effect changes only after. However, this extends the load time by about 800%! Better to have the ugly "flash".
I've got something that works but I'm skeptical. I've created a "nullCamera", one that points to an empty field of view. Before switching out my scenes I assign that camera to the SCNView. When the new scene loads the principal camera is re-assigned. But I'm nervous about this approach.
I tried this before and it didn't work. It now works because I moved the code upstream (instead of where it seems to belong). But the interveining code has nothing to do with SceneKit. It merely parses data for strings, sets color prefs and displays a title in a label. So I'm worried that it's only about timing and I may see the issue again on, say, a faster device. Maybe writing the title to a view element forces a re-display of the SCNView too? (Which I couldn't seem to effect with code.)