Unity3D - Prevent Grid Layout Group rearrange - unity3d

When i delete an item in grid, grid will rearrange the rest of items, it means they will fill the empty slot of deleted item by others
Is there any way to prevent this ?

Have your GridLayoutGroup contain a set of child container game objects (pseudo speak).
In each container, place the item you desire.
Then, rather than deleting a container, delete the item inside the container instead.
This way, the containers stay in place, and only the items inside get deleted. Therefore, no rearrangement will occur.

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I'm making a drag-and-drop feature with Flutter where users drag values between two columns. I created two DragTarget, one for each column, and lists to keep track of the data for each column. When a Draggable is accepted, I add it to the list, and for onLeave, I remove it from the list. However, there is a duplication issue where the draggable appears both in the column it just left and the new column it was accepted into. I'm thinking this may be due to only one of the DragTargets updating at once, but it seems like that shouldn't happen. Any ideas on how to design and handle the data here?

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It can be solved by inserting another fxml file with controller but when user click 20-40 times it can be problem.
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I am using fancytree's multi-hierarchy select mode (selectMode 3) to select which nodes to remove from the tree. The problem is when all the children are selected - the parent is selected as well, but the user may not want to remove the parent from the hierarchy. I checked the documentation and other Stack Overflow articles but couldn't find a workaround. Any ideas? Thanks!
As the author notes in https://github.com/mar10/fancytree/issues/626 , this situation could be handled by using selectMode: 2.
This mode does not implement any additional logic on its own.
But the click event can be implemented and data.node.visit() can be used to modify the selection state of child nodes.
One complication though is that all child nodes may need to be selected when a parent node is selected. It may help to disable child nodes when the parent is selected.

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I now want to add click handlers for the root node and every child node. Can any one please help me that?
Thanks
There is no need to add a ClickHandler to each node. It is very inefficient. You need to add a single SelectionHandler to your tree.
When you create each TreeItem, you can set a user object on this item. In your SelectionHandler, you check what user object is set on the selected item, and then you act accordingly.