How to remove window frame in game made in Unity? - unity3d

So all my problem is illustrated in the title. When the game is launched and (for example) the windowed mode is chosen at the Configuration Window, how can I remove a window frame (where "minimise" and "close" buttons situated)?
P.S. Maybe there were a solution before I asked but I couldn't find the answer.

Unity has some built-in Unity Standalone Player command line arguments. One of them is
-popupwindow: Create the window as a a pop-up window, without a frame.
Either create a new link to your standalone_app.exe file and add the parameter -popupwindow to the target path.
Or you can use the approach from this post:
open the Windows Editor app (or any text editor) and do
/path/to/your/built/app.exe -popupwindow
and save it as .bat file. If you now doubleclick that it opens without the Window bar.
You can than later convert this to an exe using e.g. BatToExe

Update to Comment/Answer
You can change it to be Exclusive Fullscreen in the Player Settings under the Resolution and Presentation section.

Related

Unity inspector unable to save text script

I am trying to edit existing project in unity version 2017.1.3f1 my goal is to change the value of a text script using direct edit from the inspector. However everytime i save the project and run the application the change i have made is not reflecting. Can any one advice me on how to deal with this.
The methods that i have tried
Click the gear icon to load the csharp script but always showing error code
"Unable to open C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll: Check external application preferences.
I have change editor from MONO and Visual Studio but still no luck.
i have attached here some images that can help understand my concern.
RED circle is for the text wanted to change and the gear icon is suppose to leas the code but showing error as mention above
You are using Unity, and therefore the component system. The text is part of the old (deprecated) set of GUI components.
The editor window only allows you to cache the text that will be displayed. In order to load/change text, you need to create a C# script. C# script is added by pressing the AddComponent button, for example. Next, you need to use the Using UnityEngine.UI directive for your component, or TMPro for the Text Mesh Pro component.
If your changes don't show up, it's likely that the project has a system that loads certain texts into your text field. In this case, you need to find out which script is responsible for this.

External/USB controller integrated with Eclipse

I own an APC MINI USB/MIDI button pad and have been trying to get windows to more or less recognize it as a operating-system-wide input device. My primary use case is to trigger macros or shortcuts in Eclipse.
For example, instead of the current keybinding of ALT+] to clone a window I could press [btn_1] on the external controller to trigger the action. Another example is I could move the slider up and down changing the zoom on my text.
Ideally I'll be able to fire off any macro or shortcut just by pressing a button on the USB pad. If I could get it working at the OS level, I could see having a row of buttons start or focus frequently used applications. For example be able to open FireFox or press a button to navigate a tab to StackOverflow.com.
I supposed I COULD slap together a quick jar with a Midi library, listen for input from the device and map the "notes" (button presses) to a key combination/shortcut but I feel like there has got to be a way to have windows treat the pad as an input device just like a mouse or keyboard. Been all over the internet looking for solutions but most use cases deal with software engineered to handle midi input. Not afraid to write .bat files to cooperate with windows but still need some way to link the buttons on my board to said .bat files.
Any ideas or suggestions would be greatly appreciated!

Open standalone player directly from command line without configuration popup

Using windows 7 and unity 5.3, I want to open the player without the first popup which ask about configuration Like screen resolution and graphic quality etc as mention in Picture.
I want to open the scene directly but these configuration I want to provide through command line and batch file. I checked Unity docs about command line but it did not work for me I tried this command line but still showing the popup.
E:\Player\StreamerPlayer.exe -screen-width 800 -screen-height 600 -screen-quality fantastic
Is there any way available to play standalone from command line and provide all parameter thought it and open scene directly?
Go to File/Build Settings/Player Settings and then check out the Standalone Player Options where you set the Display Resolution Dialog to Disabled.

How do I verify that a window is the topmost window using UIAutomation?

I've searched for solutions in many forums but they all tell me that usign the WindowPattern and checkign the topmost value should return true if the window is on top. However, this isn't the case for me. I am testing an application that is housed within a tab in outlok. A user can then click within the application and open a new window. I'd like to verify this window is in the foreground. Also.. this is a WPF application so I cant grab separate handles for new windows that open.
thanks
This might be a terminology problem: 'Topmost' has a special meaning in Win32 (See description of WS_EX_TOPMOST here), which basically means "floats above other ordinary windows" - it's typically used for things like tooltips, menu popups, notification balloons and the like, which float above all other windows on the screen. It's rarely by actual application windows.
An application can be the currently foreground window, above other windows, but not have this property.
An alternate approach to see if the window is in the foreground is to see if it is or contains the contains the current focus or active window.

How to make an exe for my united iphone application

I created a game using unity iphone.there are six characters in my game,first you click one character,the character was selected, and then you click a target position,the selected character will move to your target position. this function work well in the unity3d iphone engine. however when i build an exe file for it, although the exe file can be opened in window xp, I can only selected the character,the rest operation can't work.I don't know what cause this problem, can you give me some advise.
My build step is below:
In Unity…
Select “File” from the top menu.
Select “Build Settings”
Select “PC & Mac Standalone” under the platforms column (lower left)
On the combo box labelled “Target Platform” select “Windows”
Click “Switch Platform” button (lower left, 1st button).
When all the assets have been reconverted to suit the new platform, you’ll be ready to click the build button (lower right).
Thanks in advance.
You'd need to be more clear on your problem.
First of, did you added Input controls for Mouse control? If not, go to Input settings and add it. There you can basically define which input events (mouse, keyboard, joystick, touchscreen) are mapped to what actions.
For example, if you want mouse and keyboard movement, you have to add Horizontal and Vertical axis twice. Once for mouse input, one for keyboard input. I guess it's same for iPhone, since it's touchscreen you probably have to add some kind of axis or code which will handle it correctly. Can't tell much more, as I don't have iPhone neither the unity license for it.
Second off, your question would be more appropiate to be asked at http://answers.unity3d.com/, which is unity's official Stockexchange version for asking/answering questions and there are only unity developers there.