overlapping elements in grid layout - unity3d

In my game i add child object prefabs to a grid layout dynamically,
But the problem is when i do this the child objects overlap:
If i do this without code, the problem disappears but i want to do it through code.
instantiation code is fairly simple:
go = Instantiate(CardPrefab) as GameObject;
// go.GetComponent<Image>().sprite = card.GetSprite();
go.GetComponent<Image>().sprite = GC.GetSprite(1, card.GetIndex());
go.transform.GetChild(0).gameObject.SetActive(true);
go.transform.SetParent(GameObject.Find("Player1ScrollPannel").transform);
what is the solution?
there is nothing attached to my card prefab, just an image and a button as a child:

Note: I haven't really played with layout groups, but...
70 pixels times a scale of 8.34 results in a final size of 583.8, but you're asking your layout group to arrange things in 106 pixel-wide cells.
In pulling up Unity and shoving a few images with a high scale value into a layout group...I get the same behavior. You either need to remove the scale (1,1,1) or change the layout cell size.

Related

Resizing Panels in proportion to form

I am developing a Delphi game for my (grade 10) PAT.
I am using an image as a grid for my game and placing individual panels in each grid because I do not know how to use string grids as it's my first year with Delphi. When I place the panels perfectly in each grid of the image and run my code everything looks normal until I go full screen,then all the panels are in each grid but the size is not in proportion with the image as I placed it before.
A solution would be much appreciated.
Thanks in advance.
Use a TGridPanel in place of your image. Each panel goes into one cell of the grid, and with the column widths and row heights set as a percentage (which is the default), and both the grid and the panels in the grid having Align set to alClient, the cells, and therefore the panels, will adjust their size proportional to the entire form.

Letting big shadows bleed between UITableView cells

I've created a UITableViewCell with a textfield in it, which has a large diffused shadow underneath it. I've also set it up so that these big shadows can blend under its surrounding cells.
NB. Shadow has been HEAVILY emphasised here to show the problem.
The problem is that I want the shadow from my EMAIL textfield to blend underneath the password cell. i.e. I want both textfields to have a white background, but underneath them both I have the shadow. Something like this:
The reason this is a problem is because the UITableView is being rendered with upper cells "above" the lower ones. So any shadow from the cell at row 1 will bleed on top of the cells in rows 2, 3, 4 etc.
I was wondering if perhaps there is a way to change this rendering, and instead reverse the rendering so that a cell in row 4 is actually ABOVE rows 3, 2 and 1.
Or perhaps there is a way of setting the Password textfield so that no shadows are rendered on top of it?
Any help, very much appreciated!
Thanks to #Amr for pointing me in the direction of the cell.layer.zPosition.
The higher the value this is, the "closer" to the viewer the layer sits, so as long as each row has a higher value, it will appear "above" the shadows from any cells around it.
Since I use multiple sections in my code, I used this line to assign each cell above the previous one.
cell.layer.zPosition = CGFloat(indexPath.section) * 1000 + CGFloat(indexPath.row)

unity instantiating multiple objects on the same position. I would like to spread them out

I am trying to spread out the instantiated objects to fill up the grey area in a grid layout. So far I am stuck at this point where I have all the objects stacked on eachother. I did try a few things but they would make the object not visible. Here is the code I have and two pictures. One of the scene and one of the hierarchy. scene picture hierarchy picture
public class stockSpawner : MonoBehaviour
{
[SerializeField] GameObject stockPrefab;
int x;
void Start()
{
x = Mathf.RoundToInt(scene2Calc.nS);
}
void Update()
{
if (x >= 1)
{
Instantiate(stockPrefab, transform);
x--;
}
else { Debug.Log(x + "this is x value");}
}
}
It seems all of your assets are UI. If you want to create a grid, normally I would say to instantiate the objects and change the transform at which they spawn in a double loop. In one loop you would iterate the horizontal axis of spawning while the other moves the vertical. However, as your setup is all UI, you can use some nifty components to do all the heavy lifting for you.
Attach a grid layout group to the parent object of where you want to spawn all of these UI objects. I would recommend attaching this component to the Panel in your screenshot. I would also recommend changing your installation code slightly as you are working with UI objects. To assure anchoring, rescaling, etc. work, you will want to use Instantiate(stockPrefab, transform, false);. That last parameter is instantiateInWorldSpace, which from the docs,
When you assign a parent Object, pass true to position the new object
directly in world space. Pass false to set the Object’s position
relative to its new parent..
Now getting back to the main portion of your question. If you added the grid layout component to your panel, the objects will now be aligned into a grid. There are various different fields on this component you can change. They are on the docs, but I will also list them here for clarity.
Padding The padding inside the edges of the layout group.
Cell Size The size to use for each layout element in the group.
Spacing The spacing between the layout elements.
Start Corner The corner where the first element is located.
Start Axis Which primary axis to place elements along. Horizontal will fill an entire row before a new row is started. Vertical will fill an entire column before a new column is started.
Child Alignment The alignment to use for the layout elements if they don't fill out all the available space.
Constraint Constraint the grid to a fixed number of rows or columns to aid the auto layout system.
If you properly fill out all of these fields, your UI objects when spawned and childed to the Panel object that has this grid layout component will now not be on top of each other, but will form a grid.

Unity3d. UI elements snapping/anchoring

I have canvas with vertical layout and 2 elements within (in fact it's element with only recttransform on it, let's call it container). So these 2 containers take a half of the screen by height and stretched by width, ok. How can I place an text element in above container and snap it to the bottom of this container? I tried press bottom button in recttransform widget (also with shift and alt) and it seems it doesn't affect my transform at all
P.s. May be I can use some free plugin instead of default unity components of UI layout?
There are different ways of placing your UI elements
Simply drag and drop it to the bottom where you want it
Use the anchor widget to set the anchoring to bottom with horizontal stretch and hold shift to also set pivot. Then set Pos Y to 0. Set Left and Right to 0.
Assuming you also want other elements in your containers, place a Vertical Layout Group on each container and make sure that your text element is the last child of the container in the hierarchy.
I would also advise you to seek out tutorials on Unity UI anchoring, positioning, scaling, and layout. You need a deeper understanding of how these things interact than you are likely to get from Stack Overflow. Otherwise you will suddenly find that your UI behaves in unexpected ways when rearranged or displayed on a different aspect ratio.
It's fairly easy with Unity UI system. You just need to get used to it. Here are simple steps to accomplish what you want:
Create Text element as a child of that container.
Select your newly created element and edit its RectTransform component values:
2.1. Set both Y axis anchors (min and max) to 0.
2.2. Set pivot value to 0 as well.
2.3. Set Pos Y value to 0 as well.
Now your Text element is anchored at the bottom of the container and its position (and height) is measured from the bottom of the Text element itself.

Can't get vertical layout group with scrolling working

I've got a panel which sits above my canvas and slides out upon clicking a button. I want to populate this panel with several objects (the number will be determined at runtime). Since the number of objects can exceed the number that would reasonably fit on a single row of the panel, I'd like to be able to scroll down with the mouse to new rows where the remaining objects have been populated.
To achieve this I've put a Scroll Rect and a Mask on the panel, created a child Image with a Vertical Layout Group to hold a series of child panels representing the rows that would hold the objects, and set the Image as the Content of the Scroll Rect.
The issue is that when I try to make one of the row panels a child of the Image object by dragging it to the Image in the Hierarchy, the anchors for the panel coalesce to a single point (the top left of the Image since it is set to Upper Left alignment) and when I try to manually drag the anchors to the appropriate position a box with a red X in it appears and expands in a manner that doesn't seem to correspond to the direction of the mouse.
Is this the right approach, and if so, how can I get this to work?
Thanks!