Unity Scene rotation arrows went missing suddenly - unity3d

How to enable the one that allows me to rotate the scene during development in unity (Scene Gizmo), which is the one located at the top right of the scene. That one suddenly disappears when I click onto it to change the position of the view but it have been working fine all along until now. Could someone please tell me fix this?
thank you

Press "W" to make the arrows come back: http://docs.unity3d.com/Manual/PositioningGameObjects.html

Oh i had found a way, I press "Add Tab" followed by "Scene:, the Arrows appears again YAY

W = arrows (for position transform) E = sphere (for rotation transform) R = blocks (for scaling transform)

Got editor bug with the arrows (move/rotation) disappear. (not the first time, 8 years experience with unity)
Some of these steps should help:
Press W/E (also F few times to focus object root)
Click Add Tab -> Scene (on Game tab header)
Switch to 2D view and back
If you using ProBuilder, be sure to be in object mode, otherwise controls be hidden
Try change editor layout in Window->Layouts
The final. You need to call the code from editor script: UnityEditor.Tools.hidden = false;

Right click on Scene tab. Hover over Overlays and check Orientation.

Related

how can I undo this mode in the unreal engine 4.27

I'm new to ue4 and while working on a project have clicked on something that turned the 3D viewspace which is movable with right click plus w,a,s,d, I changed some mode (I believe) so that it turned to a 2D space which I can move only right and left, up and down and zoom in or out, but cannot tilt the camera. TRight clich and drag gives me some measurement of distance I believe.
How do I return to the default mode of view in ue4?
Thank you all in advance!
below is the screenshot of how my editor looks like right now
You just accidentally changed your Viewport Mode.
It's as easy as clicking that little car button with the text that says "Back", which will open a dropdown. Then choose "Perspective" or whatever applies to you. It's at the top left corner of the viewport window, right below the "Save Current" button.

How can I set size and location of the app window within a ui-test?

A bit of background: I recently implemented a Drag and Drop Behavior to my app, where I can drag items from e.g. the Finder inside my NSTableView. Now I wanted to write a few ui-tests for this new functionality.
The general idea was to move the finder window to the left side of the screen and my application window to the right side of the screen and then execute the drag and drop. The drag and drop itself is not the problem, the problem is the setup of the mentioned window layout. I cannot find a convenient way to resize and move the two windows. Coming from .net, I expected something like app.window.setSize(..) or app.window.moveTo(...).
What I tried so far:
As I have Magnet installed on my Mac, I tried the easy way out and sent key-events (control + option + arrow) to the window. This did not work, sending the keystrokes results in an error beep. Doing this manually during the tests works, so I don't know what exactly stops Magnet from rearranging the windows, but I guess it has something to do with the Testing Framework. I did not dig deeper into this, as it would have been a cheap solution anyway.
Drag the app window corners based on screen dimensions, e.g. for the window on the left I drag the corners to the top left, bottom left, top middle and bottom middle of the screen. This requires that all four corners are visible on screen, but that's a problem for another day. The solution would normally work, but the problem is that the y-coordinates I get from the frame of my app window are not what I was expecting. I do receive the location of the app window with app.windows.firstMatch.frame.origin. The x-coordinates look alright, but the y-coordinates are totally off (from what I expected).
I can't find many resources regarding the origin or frame members. Any idea on how to face this problem or where to find a documentation about the XCUITest-Framework and the basic concepts behind it? The official documentation doesn't help in this case. I only found this short explanation in the apple documentation archive about the coordinate system of macOS (or OS X back then) applications.

UIViewController placement on screen

I have created a simple app for my school classes and everything works great apart from the app loading in the middle of the screen.
centre screen
I would like it to appear here!
bottom of screen
Can anyone point me in the right direction please?
Click on your Window Controller Scene and then on Window
you will se in the Size Inspector a windows which is changeable and then you can move your Window as you wish. Important is to fix your position like in the image :

Flipping 180 degree a UI element used as button, result in the click not intercepted

While rotating an element used as button, I did notice that it won't intercept anymore click events from the mouse.
I can even hover on it, and it won't change color, it act like if it was a simple image. Is this a bug or am I doing something wrong?
Go to Canvas > Graphics Raycaster > Uncheck Ignore Reverse Graphics then the image can be clicked.
Flip it via the Z rotation (not the X or the Y). I tested it on my end, it works.
I ran into the same issue and found a way to fix it. If you flip the button over the x axis as well as the y you still get the button facing the direction you want but the click will register.

unity doesn't show preview

My question is quite simple. I am learning Unity and watching a tutorial about making a 2D game.
In the tutorial, there is a Preview section at the bottom right corner. But in my Unity, there is nothing there. There is Inspector on the right and below of Add Component there is nothing.
Can anyone explain to me how can I activate that part? Thanks in advance!
This is what I want:
This preview box is for resources. It shows a preview of the resource. To get this to show up you must click on one of your resources(Like an image).
However when you do not have a resource selected it will not show up
Maybe this is a little too late but in order to get the model to show up:
Right click on the little model figure on the bottom right corner of the Preview window
Click on Select Other ...
Select my prefab
You should be able to hit the Play bttn to see your animation afterwards
FYI I'm currently on Unity 2019.2.17f1