Growing menu with scrollbar - unity3d

I hate to ask such a generic question but I'm really stuck and super hoping someone can help me along the way. Here is the situation:
I'm making the GUI for a mobile app, portrait mode. I'm using canvas scalers to scale my canvasses with a reference width of 1080. This means I effectively don't know the height of my screen space.
What I want to create is a menu with a variable amount of items. The menu must be anchored to the bottom (with an offset margin) and grow upwards. So far I've been able to manage this using VerticalLayoutGroup and anchoring the rect transform to the bottom.
But my last requirement is that if the content would grow too big, a scrollbar would appear. The definition of the content being too big is: if it would extend the (unknown) screen height ( minus the offset margin of course). I hope the following image illustrates this much clearer:
I have a unity project here: https://ufile.io/v31br

Did you give a try to scrollView? here it is: https://unity3d.com/learn/tutorials/topics/user-interface-ui/scroll-view
You can use your vertical layout inside it and you will probably want to deactivate horizontal scroll and delete the horizontal slider.
Via script you can check its rectTransform height and compare it to your container's size, when reached maxHeight you can start managing your item's sizes

I assume you use the ScrollRect component as it is the right component to use in your case.
You can check the screen height with the Screen.height property.
Once you know the screen height you can compare it with your rect height and toggle the scrollbar with the ScrollRect.vertical property. You may have to change the ScrollRect.verticalScrollbarVisibility to permanent in order to make it work for you.

The answer Dave posted was close, but the problem is that the scrollview doesn't expand. I fixed it eventually by stretching the scrollview and resizing the parent manually as items are added. I set the anchors to the maximum size and adjust the sizeDelta.
public class MenuScript : MonoBehaviour
{
public int MenuItemCount;
public GameObject MenuItemPrefab;
public Transform MenuItemParent;
private RectTransform _rectTransform;
void Start()
{
_rectTransform = GetComponent<RectTransform>();
for (var i = 0; i <= MenuItemCount; i++)
{
GameObject instance = Instantiate(MenuItemPrefab, MenuItemParent, false);
instance.GetComponent<Text>().text = instance.name = "Item " + i;
float size = instance.transform.GetComponent<RectTransform>().sizeDelta.y;
TryExpandBy(size + 10);
}
}
private void TryExpandBy(float size)
{
var deltaY = _rectTransform.sizeDelta.y + size;
if (deltaY > 0) deltaY = 0;
_rectTransform.sizeDelta = new Vector2(_rectTransform.sizeDelta.x, deltaY);
}
}

Related

Unity, scalling the width of a dynamically created Gameobject in a a scroll view content box

I am trying to add 100 dynamically created buttons to a scroll view in Unity, but I have a problem letting the scroll view automatically adjust the width of the buttons to match the width of my screen.
When I tried to add the buttons manually it worked fine , but when I do this by code I get another results.
The code I am using :
public GameObject button;
public GameObject scrollviewcontents;
void Start()
{
for (int i =0; i<=100;i++) {
GameObject dbutton = Instantiate(button);
dbutton.name = i.ToString();
dbutton.transform.parent = scrollviewcontents.transform;
}
}
and The results I get :
Results
Results with comments
I just want the buttons to look like as they are added manually, any help ???
By default when instantiating an object the object keeps the same world space position, rotation and scale as before. try this instead:
dbutton.transform.SetParent(scrollviewcontents.transform, false);

Unity: add different scroll speeds in UI Scroll Rect

In Unity, I created a UI Scroll Rect Object. This object has two children, a Button Handler with different Buttons, and a Background.
Using it, both the Buttons and the Background are scrolling at the same speed. I want the Buttons to scroll faster than the Background, thus creating an effect of depth to the scrolling.
I can not find any options in the Objects or the Scroll Rect for this. Any ideas?
This will require a tiny bit of scripting. The best way in my opinion would involve following steps:
a) for each button, add a component that remembers its start position.
b) grab a scrollrect instance in parent
c) using it to grab an instance of ScrollBar
d) scrollbars have onValueChanged(float) callbacks, you can bind to, to know when the scroll position changes (to avoid doing checks in Update)
e) every time a scrollbar has moved (This will work regardless of whether the user used the scrollbar, or used another mean of scrolling, as the scrollrect will move the scrollbar, which will fire the event anyways), you get a callback with current scrollbar position which will be equal to normalized scrollrect position (0.1)
f) use that value to offset your localposition (something value*parallaxVector2), this should give you a nice cheap depth effect
Here's an example implementation
public class ScrolleRectDepthButton : MonoBehaviour
{
RectTransform content; // we'll grab it for size reference
RectTransform myRect;
public float parallaxAmount = 0.05f;
public Vector2 startPosition;
void Start()
{
myRect = GetComponent<RectTransform>();
startPosition = myRect.anchoredPosition;
ScrollRect scrollRect = GetComponentInParent<ScrollRect>();
content = scrollRect.content;
Scrollbar scrollbar = scrollRect.verticalScrollbar;
scrollbar.onValueChanged.AddListener(OnScrollbarMoved);
}
void OnScrollbarMoved(float f)
{
myRect.anchoredPosition = startPosition - (1 - f) * parallaxAmount * content.rect.height * Vector2.up;
}
}

Hw to Freeze the Button in Scroll bar

I am using unity 2018.3.7. In my project I have instantiate 25 buttons in the scroll bar..I am scrolling the button. It is working well.
Actually i want freeze the 12 the button.When i scroll the button. The 12 th button should be constantly should be there and other button should scroll go up.
scrolling should be done but the freeze button should be constantly there.
Like Excel. If we freeze the top row. The top row is constantly there and scrolling is happened.
Like that i have to do in unity.
How to Freeze the button in scroll bar.
Edit:
Actually I have uploaded new gif file. In that gif file 2 row is freezed (Row Heading1,Row Heading2, Row Heading3,RowHeading4).
2nd row is constantly there. Rest of the the rows 4 to 100 rows are going up.
Like that i have to do ...
How can i do it..
Though your question still is very broad I guess I got now what you want. This will probably not be exactly the solution you want since your question is quite vague but it should give you a good idea and starting point for implementing it in the way you need it.
I can just assume Unity UI here is the setup I would use. Since it is quite complex I hope this image will help to understand
so what do we have here:
Canvas
has the RowController script attached. Here reference the row prefab and adjust how many rows shall be added
Panel is the only child of Canvas. I just used it as a wrapper for having a custom padding etc - it's optional
FixedRowPanel
Here we will add the fixed rows on runtime
Initially has a height of 0!
Uses anchore pivot Y = 1! This is later important for changing the height on runtime
Uses a Vertical Layout Group for automatically arranging added children
ScrollView - Your scrollview as you had it but
Uses streched layout to fill the entire Panel (except later the reduced space for the fixed rows)
Uses anchor pivot Y = 1! Again important for changing the height and position on runtime later
Viewport afaik it should already use streched anchors by default but not sure so make it
Content
Uses a Vertical Layout Group
Initially has a height of 0 (but I set this in the code anyway) and will grow and shrink accordingly when adding and removing rows
And finally RowPrefab
I didn't add its hierachy in detail but it should be clear. It has a Toggle and a Text as childs ;)
Has the Row script attached we use for storing and getting some infos
Now to the scripts - I tried to comment everything
The Row.cs is quite simple
public class Row : MonoBehaviour
{
// Reference these via the Inspector
public Toggle FixToggle;
public Text FixTogText;
public Text RowText;
public RectTransform RectTransform;
// Will be set by RowController when instantiating
public int RowIndex;
private void Awake()
{
if (!RectTransform) RectTransform = GetComponent<RectTransform>();
if (!FixToggle) FixToggle = GetComponentInChildren<Toggle>(true);
if (!FixTogText) FixTogText = FixToggle.GetComponentInChildren<Text>(true);
}
}
And here is the RowController.cs
public class RowController : MonoBehaviour
{
public Row RowPrefab;
public RectTransform ScrollView;
public RectTransform Content;
public RectTransform FixedRowParent;
public int HowManyRows = 24;
public List<Row> CurrentlyFixedRows = new List<Row>();
public List<Row> CurrentlyScrolledRows = new List<Row>();
// Start is called before the first frame update
private void Start()
{
// initially the content has height 0 since it has no children yet
Content.sizeDelta = new Vector2(Content.sizeDelta.x, 0);
for (var i = 0; i < HowManyRows; i++)
{
// Create new row instances and set their values
var row = Instantiate(RowPrefab, Content);
// store the according row index so we can later sort them on it
row.RowIndex = i;
row.RowText.text = $"Row Number {i + 1}";
// add a callback for the Toggle
row.FixToggle.onValueChanged.AddListener(s => HandleToggleChanged(row, s));
// increase the content's size to fit the children
// if you are using any offset/padding between them
// you will have to add it here as well
Content.sizeDelta += Vector2.up * row.RectTransform.rect.height;
// don't forget to add them to this list so we can easily access them
CurrentlyScrolledRows.Add(row);
}
}
// called every time a row is fixed or unfixed via the Toggle
private void HandleToggleChanged(Row row, bool newState)
{
if (newState)
{
// SET FIXED
// Update the button text
row.FixTogText.text = "Unfix";
// Move this row to the fixedRow panel
row.transform.SetParent(FixedRowParent);
// be default we assume we want the first position
var targetIndex = 0;
// if there are other fixed rows already find the first child of FixedRowParent that has a bigger value
if (CurrentlyFixedRows.Count > 0) targetIndex = CurrentlyFixedRows.FindIndex(r => r.RowIndex > row.RowIndex);
// handle case when no elements are found -> -1
// this means this row is the biggest and should be the last item
if (targetIndex < 0) targetIndex = CurrentlyFixedRows.Count;
// and finally in the hierachy move it to that position
row.transform.SetSiblingIndex(targetIndex);
// insert it to the fixed list and remove it from the scrolled list
CurrentlyFixedRows.Insert(targetIndex, row);
CurrentlyScrolledRows.Remove(row);
// Make the fixed Panel bigger about the height of one row
FixedRowParent.sizeDelta += Vector2.up * row.RectTransform.rect.height;
// Make both the scrollView and Content smaller about one row
Content.sizeDelta -= Vector2.up * row.RectTransform.rect.height;
ScrollView.sizeDelta -= Vector2.up * row.RectTransform.rect.height;
// Move the scrollView down about one row in order to make space for the fixed panel
ScrollView.anchoredPosition -= Vector2.up * row.RectTransform.rect.height;
}
else
{
// SET UNFIXED - Basically the same but the other way round
// Update the button text
row.FixTogText.text = "Set Fixed";
// Move this row back to the scrolled Content
row.transform.SetParent(Content);
// be default we assume we want the first position
var targetIndex = 0;
// if there are other scrolled rows already find the first child of Content that has a bigger value
if (CurrentlyScrolledRows.Count > 0) targetIndex = CurrentlyScrolledRows.FindIndex(r => r.RowIndex > row.RowIndex);
// handle case when no elements are found -> -1
// this means this row is the biggest and should be the last item
if (targetIndex < 0) targetIndex = CurrentlyScrolledRows.Count;
// and finally in the hierachy move it to that position
row.transform.SetSiblingIndex(targetIndex);
// insert it to the scrolled list
CurrentlyScrolledRows.Insert(targetIndex, row);
// and remove it from the fixed List
CurrentlyFixedRows.Remove(row);
// shrink the fixed Panel about ne row height
FixedRowParent.sizeDelta -= Vector2.up * row.RectTransform.rect.height;
// Increase both Content and Scrollview height by one row
Content.sizeDelta += Vector2.up * row.RectTransform.rect.height;
ScrollView.sizeDelta += Vector2.up * row.RectTransform.rect.height;
// Move scrollView up about one row height to fill the empty space
ScrollView.anchoredPosition += Vector2.up * row.RectTransform.rect.height;
}
}
}
Result:
As you can see I can now fix and unfix rows dynamically while keeping their correct order within both according panels.

RectTransform coordinates according to TextMesh Pro text size

I'm trying to create an InputField (TextMesh Pro) with a dynamic (its text content may vary) prefix.
This spectacular image should explain the goal.
https://imgur.com/a/qx1eXOa
So I set a TextMeshPro text to use as Prefix, and by script I was trying to "move" the TextArea accordingly.
The fact is, TextArea is a RectTransform, and I'm operating in a ScreenSpace render mode.
I was trying like this:
private TextMeshProGUI prefix;
private RecTransform textArea;
public void ChangePrefixTo(string newPrefix)
{
float oldWidth = prefix.preferredWidth;
prefix.text = newPrefix;
float newWidth = prefix.preferredWidth;
Vector2 newPos = new Vector2();
newPos.x = textArea.position.x + (newWidth - oldWidth);
newPos.y = textArea.position.y;
textArea.position = newPos;
}
, but the textArea gets shot into the stars.
How can I map the RectTransform position according to the size of a TextMeshPro text?
Thanks for the help and long live the whales
Instead of using a script to resize your prefix, you can group both of your elements in a Horizontal Layout Group, check only Width for Child Controls Size.
Add a Layout Element and set your Preferred Width to define the size of your TextArea.
The Prefix will scale according to his content, and it will push your text area as it grows.

Display loaded UI Image in Container with native size

I want to display UI logo images in their aspect ratio but in proper size that fit within its container. Already all logo images as per aspect ratio but few are too big or small compare to requirements.
At present this kind of thing happening:
Here is the code that I am using:
private void ShowGamePlayLogoViewed ()
{
for (int i = 0; i < DataCollection.companyDetailsList.Count; i++) {
Company company = DataCollection.companyDetailsList [i];
if (company.ViewedCounter > 0) {
GameObject companyItemObj = Instantiate (companyItemPref, gridViewContainer) as GameObject;
CompanyItem companyItem = companyItemObj.GetComponent<CompanyItem> ();
companyItem.companyId = company.CompanyId;
companyItem.UpdateCompanyLogo (company.CompanyLogo);
companyItem.UpdateCompanyName (company.CompanyName);
}
}
}
public void UpdateCompanyLogo (Sprite logoSprite)
{
logoImage.sprite = logoSprite;
logoImage.SetNativeSize ();
}
As you are seeing, logos overlapping the container. I want to display properly them in their respective containers also in aspect ratio too.
Let me clarify one more thing: all logos loaded from web server and they all are dynamic at a time, based on server data it will appear in mobile screen.
I have found solution through Unity Forum and I want to say thanks to #Hosnkobf for reply.
Here is the exact reply that worked for me properly:
adjust the image game object inside unity so that it has the height you are looking for. also adjust the anchors so that it scales with different resolutions properly.
Add an "AspectRatioFitter" component to the object. Make it "Height controls width".
Instead of logoImage.SetNativeSize (); do the following:
float aspectRatio = logoSprite.rect.width / logoSprite.rect.height;
var fitter = logoImage.GetComponent<UnityEngine.UI.AspectRatioFitter>();
fitter.aspectRatio = aspectRatio;
I hope this become useful to other members :)