AEM 6.3 Communties CKE editor config local file - aem

i'm attempting to update the UGC toolbar for a Communities implementation. Based on this: https://helpx.adobe.com/experience-manager/6-3/communities/using/rte.html I can update the toolbar. Ideally we'd like the ckrte.js to site within our code base. I've tried within our clientlibs in our project folder but that didn't work.
Can this file live local, or will it only work in CRXDE?

You can copy the file and add it to your code base and ensure that it loads after the out of the box clientlib has loaded. They register the rte as "ckeditor" in the JS, your code will override the previous registration. Saves the hassle of modifying the original file that might get changed during upgrades or service pack installations.

Related

Hugo deploy and delete not necessary files

I'm developing a new Hugo site and in this case I thought to create also a template so.I can use for future site.
Well in the template there are tons of vendor files and library because depending of the pages that the site will implement these library will be used. The problem is on the deploy. For example I use Line icons library that has a lot of .png files. (For example 200 files).
Well in the template I put all the files but could happen that in the site that implement this template I use only five icons. Is there a way that look around the final HTML and the usage of the icons and delete in the public folder the not necessary files?
Not directly.
You would need to add an utility script to your template, in order for any user implementing said template to be able to call this script on demand.
That script should then be able to:
analyze the HTML files generated in public_html
cleanup the icons accordingly

Howto to configure TCA settings and save them globaly

I'm configuring a new website with TYPO3 v. 9.5.
I would like to configure TCA settings to make it possible to force editors to fill fields in content elements like media or news.
In former times I was able to put this settings into a file typo3conf/extTables.php.
In my investigations I found, that I have to put configurations into a directory Configuration/TCA/Overrides of an extension.
I tested it with the extension tx_news like this:
I put this code in a file called test.php as a test and example.
This code forces the editor to always enter an archive date.
This works for me, but after an extension update, this code might be lost and I cannot configure the fields of core extensions for example to force an editor to always enter a title of a content element.
My question is, how can I store this configurations update save within the configuration environment?
Thank you in advance,
Ralf
Depending on your modifications you need to consider some aspects:
always use a filename according to the table your modifications belong.
so for the news records it should be: Configuration/TCA/Overrides/tx_news_domain_model_news.php
make sure your modifications are loaded after the first initial configuration: make a dependency to the original extension.

TYPO3 template extension- not able to change Mask back-end configuration and Page Tree not properly imported

I have created a TYPO3 template extension using the following method:
1.1 via Extension Manager
Open the module "Extension" in the TYPO3 Backend and search for the mask Extension.
Click on the configure icon at the end of the row.
Now you should be able to change the settings.
Changes are stored in typo3conf/LocalConfiguration.php.
Facing the following problems:
1.We created the folder/extension as mentioned. While installing this extension we have to change Mask back-end configuration. This is not working.
2.Page tree contents are not properly imported i.e. all page contents are missing.
Please let me know if you need further details.
We have a working configuration where we stored the full mask-configuration as part of our site-extension.
As designed you need to configure mask before you start to define any CEs, so that all CE definitions are stored in the correct folders.
For the rendering you also need to include the static template of ext:mask.
Our configuration is:
This configuration is stored in typo3conf/LocalConfiguration.php as there goes every configuration done in the extension manager.

How to create custom template of Typo3 bootstrap_package

I am quite new in typo3. I read somewhere
You should never edit the original templates of an extension as those changes will vanish if you upgrade the extension
How to create my own custom template based on bootstrap_package extension? I would like to override some files in parital/layout. It would be great if someone can post like/tutorial.
A folder structure and a simple custom typoscript that implement bootstrap_package for my custom temple would be great help.
The bootstrap package developers already added something for this. It is possible to set different locations, where templates are stored. It also uses a fallback solution, that means if a template is not found, it will fetch the original one from the extension.
Create a directory in the fileadmin directory, for example fileadmin/templates/BootstrapPackage. Inside this directory, create the directories "Templates", "Layouts" and "Partials".
In TYPO3 backend, go to the constant editor of the root page and select everything like the screenshot says:
Set the fields "Layout/Partial/Template Root Path" to your new created directorys (fileadmin/templates/BoostrapPackage/Layouts|Partials|Templates). Save and clear the cache.
Now you can create new templates. If you place an exacly named file like it is named in bootstrap_package/Resources/Private/(Layouts/Partials/Templates)/Page/ , TYPO3 will use the new template instead.

Unity web open custom html after build

I made a custom html file for my Unity web project. Though after building my project, it opens the default pre-made one. Is there a way to make Unity open my own html file instead of the default one?
You're looking for the Web Player Templates manual page.
In your Assets folder, create a folder named WebPlayerTemplates, and put your template in there. You'll need an HTML file. To help make this slightly easier, Unity will look in that HTML for certain tokens that it can replace with data from the project.
For example, one such tag is %UNITY_WEB_PATH%, which will be replaced with the path to your built project file.
Some tags include:
UNITY_WEB_NAME Name of the webplayer.
UNITY_WIDTH UNITY_HEIGHT Onscreen width and height of the player in
pixels.
UNITY_WEB_PATH Local path to the webplayer file.
UNITY_UNITYOBJECT_URL In the usual case where the page will download
UnityObject2.js from the Unity’s website (ie, the Offline Deployment
option is disabled), this tag will provide the download URL.
UNITY_UNITYOBJECT_DEPENDENCIES The UnityObject2.js have dependencies
and this tag will be replaced with the needed dependencies for it to
work properly.
In every deployment I've seen, the WebPlayer plugin is is launched via JavaScript, by instantiating a UnityObject2 and calling its initPlugin method:
var u = new UnityObject2();
u.initPlugin(jQuery("#unityPlayer")[0], "Example.unity3d");
The above assumes that you have a div with id #unityPlayer, and that Example.unity3d is a valid path to your Unity build file.
In practice, though, I recommend working from Unity's generated HTML files; they include some failsafes for cases where the WebPlayer plugin isn't installed or fails to load. The manual page linked above also has HTML source examples which include some of those special tags.
UnityObject2 does have some advanced features, which are also documented in the manual. If your game needs to communicate with the outer web page, that is also possible.