I'm now using unity 4.6,the new UI system , since i won't use mouse to control my game,could anyone tell me how can i change a button's state in script ?
I would recommend you to start by trying to make your system work with keyboard, using the UI navigation system.
http://docs.unity3d.com/Manual/script-SelectableNavigation.html
You could manually set a button to selected state by using EventSystem.Current.SetCurrentlySelectedGameobject(yourGameObject);
If this button has an onLeft/OnRight etc. value setted, you will be able to interact with it with input Horizontal vertical axis, and to press it with a "Submit" value in input manager.
Once you're happy with it, you should try to catch your kinnect gestures and use them to send correct events I guess.
Related
So i have been trying to create a pause menu for my project, however the resume button is un-clickable (the same i believe for another button on this menu). The event system does not show anything when hovering over this button or attempting to click it.
Screenshot of Event System not showing button object
The button itself is set to interact-able and has the button's image as it's target graphic. The canvas it is also placed on also has the Graphic Ray-caster component attached. I also do not believe that there is any UI object covering the button preventing it from being clicked.Screenshot of Pause Menu UI as seen from scene view to show no blocking objects I am making use of the first person character controller starter asset by unity as well as the new input system.
I am unsure as to what could be causing this, I have also tried locking the cursor of the starter asset inputs.
Any advice would be greatly appreciated.
i'm trying to manage different state of a simple push button on an OS X application : When the user click on it, and when the user release the click.
Currently i set my button type by NSMomentaryLightButton
NSMomentaryLightButton When the button is clicked (on state), it
appears illuminated. If the button has borders, it may also appear
recessed. When the button is released, it returns to its normal (off)
state.
This type of button is best for simply triggering actions because it
doesn’t show its state; it always displays its normal image or title.
This option is called Momentary Light in Interface Builder’s Button
inspector
I thought it was the good way, but when i print my button status, it's like a toggle button than the push button that i set. As you can see on exemple gif
To sum up, How can i have a real push button behaviour ? Call function when the user click on it, and when the user release the click.
Thank,
You don't want to use buttons for piano keys. First, they are non-rectangular, and they don't act as buttons do: neither single-action push-button, nor toggle switches. You are interacting in a custom way, with a custom view, meaning the NSButton control hierarchy isn't called for. Instead you're subclassing NSView and capturing low-level mouse events as detailed here:
https://developer.apple.com/library/prerelease/content/documentation/Cocoa/Conceptual/EventOverview/HandlingMouseEvents/HandlingMouseEvents.html#//apple_ref/doc/uid/10000060i-CH6-SW1
You found this yourself as you detailed in your own comments, but I wanted to make sure you had a higher level point of view. It's even possible, and probably best, to consolidate all of the piano keys into a single view, and let the keys themselves be rendered using NSBezierPath and perform mouse hit detection using containsPoint:
https://developer.apple.com/library/mac/documentation/Cocoa/Reference/ApplicationKit/Classes/NSBezierPath_Class/#//apple_ref/occ/instm/NSBezierPath/containsPoint:
This is a lot more work but the only way to make a truly professional looking piano simulation. Then you can render the keys with whatever outline, fill, and labeling you need without the limitations of built-in button shapes and layout. You could even have the bottom edges of the keys slightly rounded, for example, or apply a shiny texture.
I'm using Unity 3D's new UI system to build a pause menu for my game. Currently I'm trying to have my buttons respond to mouse clicks. Some of my hierarchy is as follows:
When I click on one of my buttons in-game nothing happens, this includes a lack of button animation that should occur when hovering. My "Main Canvas" gameobject contains the following components:
I have already ensured that my Image component has "Raycast target" checked and that my Button component has "Interactable" checked.
Could this be because my Canvas' render mode is in screen space (camera)? I need the render mode to be set to this because I have 3D models that are added in front of the UI during gameplay.
Things I have already tried / checked:
Ensured that an EventSystem was present
Checked that another UI element wasn't covering the buttons, preventing a raycast
Ensured that the camera rendering the UI is above my main camera that is attached to the player. The rendering UI camera has a layer of 1 while the player camera has a layer of 0.
Your EventSystem GameObject is missing the Standalone Input Module Script component.
Select your EventSystem->Add Component ->Standalone Input Module. Done!
The gif below decsribes two ways to do that.
If anyone here ever runs into this problem and none of these fixes work, go to Edit > project settings > Input, then in the inspector tab click the little gear icon in the top right corner and click Reset. this should fix all your buttons!
Ensured that EventSystem component is present in the hierarchy. Without EventSystem unity is not able to track any events that's occurring in the particular scene
Try to change short order in canvas. Maybe the button canvas is blocked by another canvas.
If anyone here ever runs into this problem and none of these fixes work:
Chose your button in Hierarchy -> Find "Canvas" in Inspector -> Delete IT(Remove component)!
If you´re using the InputSystemPackage go to Edit > ProjectSettings > Input System Package. And in supported devices make sure there´s a Mouse option, if not, press the + button below and add the mouse device.
If you are pausing the game by setting the timescale to 0, then no input will work if the update mode of the input system is set to process events in Fixed Update, since the fixed update is not run at zero timescale - you can change the update mode in Edit > ProjectSettings > Input System Package.
Input settings screenshot
For me it was because the button was covered by other components in the Canvas. I changged put the button in the very front whithin the campus, and it works now
Please check for the "EventSystem" to be present in Hierarchy to make button working.
refer the attachment for it
I had this same problem in Unity v2020.3.24f1, and after trying all suggestions to no avail I noticed in my case the Graphic Ray-casting was un-checked. Just in case somebody tried everything and is still facing this issue, make sure it is ticked in the canvas element!.
Had a similar issue, my event system already had the Standalone Input Module attached and I apparently followed the warning and replaced it with Input System UI Input Module which broke mouse events. Adding the standalone Input module back isn't enough, the other input module must be disabled or removed. So try using the Standalone Input Module exclusively in your event system.
I want to add a new toggle button to the figure toolbar. When it is clicked, I want to "untoggle" any other buttons that were toggled. E.g, if the "rotation" or "zoom" toggle buttons were pressed, I want to untoggle them and their effect.
Simply getting all their handles does not work, as this does not deactivate their effect.
You should first find all of the children of toolbar. You can do it by the following command (Assuming that currentToggleButton is a handle to current toggle button):
get( get(currentToggleButton,'Parent'),'Children');
Then do the following:
set(children,'State','off');
Of course, you need to return the state of your current button to on.
set(currentToggleButton,'State','on');
By the way, if you are using GUIDE, you can add zoom,rotate and pan as pre-defined tools. In that case, Matlab will handle the toggling automatically.
In order to turn off the effect of zooming/pan/rotation, you can do:
zoom('off')
pan('off')
rotate3d('off')
or you can use another syntax version (as #Eitan also mentions)
zoom off
pan off
rotate3d off
I am having download icon on my page i want that when the user takes his finger over the button a tooltip should show as showing download in text.
is there any option in iphone to show a tooltip???
Dan is absolutely right on how to do it but I'd answer you should rethink your design to not need the tooltip at all.
There's a reason that there isn't one by default - what if the user presses down on the button to see what it does, reads the tooltip and realises that's not what they want. They then have to be very careful not to let go while still over the button or it will press and do the wrong thing. (And most users don't know that they can press down over a button, move their finger off it and release it to cancel the press.)
You should rethink your design to make it obvious what the buttons do without the user having to interact with them first.
However, if you definitely still want a tooltip, Dan's method is fine.
Nothing built-in, no. If you think about it, generally a tooltip appears when you mouse over the target item. There's no "mousing over" with a touch interface.
You can definitely roll your own, though. Start by placing a view containing your tooltip contents exactly where you want it with an alpha of 0%. Make a custom button with no content that outlines your download icon, and hook its "touch down inside" action to a method that animates the tooltip view to an alpha of 100%. Hook your button's "touch up inside" , "touch down outside" and "touch up outside" actions (and maybe some others--you might want to experiment with that) to a method that animates the tooltip view back to an alpha of 0%.
There isn't native support for this in iOS. But you can create your own.
I ended up creating my custom tooltip/popover class.
Can be initalised with any content view and dynamically adjusts it's frame.
Hope it helps.
https://github.com/akeara/AKETooltip