Monogame Window opens in inconvenient location (Visual Studio 2013) - monogame

I am working on a Monogame OpenGL project in VisualStudio 2013 and whenever I compile the project, the window opens down on the lower-right hand corner of the screen.
This is extremely annoying, especially given that I am working on a laptop without defined right/left click points on the trackpad, so the computer responds weirdly when I try to drag it back.
What causes this? Is it a screen resolution issue? How can I fix it?

Set the position of your GameWindow with its position property. According to the current source, it will work for any desktop OpenGL export.
It should use similar coordinates to your in-game positions, with (0, 0) at the top-left.

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I'm trying to set up the right analog stick to move the camera with Cinemachine FreeLook.
Please see the images for my settings.
Currently, when I move the stick up/down, the camera moves left/right.
When I move the stick left/right, nothing happens.
All the guides I've seen seem to have the same settings as I do (4th, 5th axis etc). What am I doing wrong?
I followed #oistikbal's comment, installed the new input system (from Window > Package Manager), and then followed this tutorial. Right stick now works as expected.

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Got it, need to change control scheme to unreal

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I use Holographic Remoting Player to project the unity uwp program to HoloLens. I can get the unity picture on HoloLens, move around to move the field of view, have the hand laser and air tap working well, but the hand joint visualization doesn't show up.
The player setting is ok. And I have followed the troubleshooting steps in this link, everything is ok, but the hand joint still doesn't work.
https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Tools/HolographicRemoting.html#msbuildforunity-package-import-via-writing-into-the-packagemanifest
I have tried in Unity 2019.2.4 and 2019.4.1, both the same result. Is there anything misconfigured I need to check?
According to this document, the hand tracking profile has been updated to allow for setting the hand joint visualization to: Nothing, Everything, Editor or Player. It meaning it is possible to turn on/off hand joint visualizations while in the editor or in the device or both. So it might be a good idea to double check this field in your MRTK profile and the following way is worth trying:
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Mobile Input Not Working Unity 3d 2017

greetings fellow programmers and game devs.
I am kind of new to Unity3D. I have the latest beta build of 2017 Personal.
I have a bit of a problem. I have a first person controller prefab and a dual touch control and an event system, yet when I test the game on my iPhone 5s, I can look around but as soon as I am done panning by swiping the camera resets to the place I was looking previously and I am unable to move forward or back.
Now, I also tried not having the dual touch control and it does the same thing.
Also, I checked input and the axis is set to both Horizontal and Vertical and the other is Mouse X and Mouse Y. I also tried dragging two mobile joy sticks and assigning them Mouse X and Mouse Y and the other joystick Horizontal and Vertical.
Any help would be appreciated. I also want to note that I had another project that worked with just dragging and dropping the dual touch controls on to the hierarchy and even though the settings are the same for the FPSController and the Camera and the Controls it just doesn't seem to work.

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Basically, unity Editor started to "snap" X position of the transform by 1.
When I drag any object on scene in editor (not in play mode) it slides smoothly along Y axes but dragging it along the X axis causes it to round the value to integer value.
See the the attached GIF:
I do not hold Command or V buttons, I tried to play with Snap settings (actually, it looks like Snapping is broken at all, because holding Command or V doesn't seem to affect dragging in any way).
If somebody knows, how to fix it in an existing project. I used to face this problem in earlier versions of Unity. Transferring assets to another project helped but this doesn't keep project settings like layers and tags and I'd like to avoid full reimport.
I found out what was the problem.
I used Negative X-scale on one of the parent Transforms.
I wanted to invert the scene. Looks like Unity Editor doesn't like this :)