I've seen games all around for android that allows you to type in-game. In landscape mode, the android keyboard would come up and take approximately only half of the screen.
On unity, this is not the case. If you call the keyboard on landscape mode, the full screen will be covered by the keyboard.
Is there a way that pushes up the 'half screen' keyboard?
You Can use Unity Ui in unity 5.2 which has Input Field Component
Work as an TextBox . As you will click on input field it will automatically call keyboard.
https://docs.unity3d.com/Manual/script-InputField.html
Half screen will be for keyboard and half will be your text area to write.
Related
I am using the super useful Leaflet.markercluster for leaflet which has been great for performance because of the nice getExpandedVisibleBounds feature.
One problem I am running into is on mobile devices with the keyboard changing the viewport/bounds. When I enter an input box and the keyboard pops up, it shrinks the map viewport. After the keyboard goes away the viewport/bounds don't seem to update for the markercluster. The map is fully visible again but markers that are on the lower half of the map (where the keyboard was) are now not visible. Panning the map and zooming in and out don't seem to fix it. After a minute or so of use it seems to correct itself and the markers and now visible on the whole viewport again.
Any suggestions on how to fix this issue? Thanks!
I have a screen in Corona to display a puzzle, and once user guess the correct answer, I'm going to display a simple pop up on the screen to do the congratulation a long with close button to dismiss the popup, now I need for a simple work around to disable any control or behaviour on the original screen while displaying the popup, how can I do that?
I think you need to do this by stop or pause transitions, timers and animations etc. before you go to scene with pop up.
You can add transparent rectangle from transparent image file (not just rectangle, as it will not be touchable).
Size of this rectangle must be the size of all screen.
Position of rectangle - under your popup (or better make it as part of your popup).
Add listeners to this rectangle on touch and tap that will just return false - so it will prevent any clicks under it.
That will save you from pausing / disabling buttons, that you don't want to disable/pause.
I am working on a 2D project and I want to zoom in my map by scrollwheel. I am sure that my code is working (because during the play mode, field of view changes when scrollwheel is rotated) but no change on the screen is observed.
Besides, during play mode even if I change the field of view manually (from the editor), the screen view remains same. That is, although field of view is observed to be seen changing but the screen view is not.
What are the possible reasons for that?
Here is the screenshot of the editor attached:
Possibly because you're using screen space canvas. Put the canvas in the world space for field of view to have any effect.
There is a simple button in our application which when is pressed works just as expected, but with a light quick touch it just greys out and does nothing.
Is there a way to capture those light touches too?
EDIT:
I see now when exactly it doesn't work and it is when I tap, drag and release. (even if I tap, drag and don't leave the button area)
Try setting EventSystem.pixelDragThreshold to a higher value. This threshold makes the difference between a click and a drag, and it's default value is quite low for high-res touch systems.
How do I show the on screen keyboard of mobile devices on top of the canvas in Unity3D? My canvas now shrinks in size because of the on screen keyboard, which is not what I want.
I don't believe there is an inbuilt feature for this you would have to do it manually using OnGUI(). To draw something on top of something else just put the script in the order you want it drawn. That means the last peice of gui script will be ontop.