Unity no text in Game View - user-interface

I have a text showing in Scene View but when I go to Game View (with play pressed or not) the next doesn't show up. What could cause that ?
Scene View
Game View

Check "Order in Layer" at your Image. You may have set it to be above of your Order in Layer at your Canvas for text.

Related

Xamarin Forms label animation at bottom of screen

I'm essentially making a 'shopping cart' UI and I want it so that when the user hits the 'Add' button, a little tiny box-label appears at the bottom of the screen that says 'Added Item' or something like that.
My question is how to do that with my current set up. I am currently using a nested Grid inside of a Scroll view for the main content of the page. I want the box-label to fade in at the bottom of the screen and stay located at the bottom of the screen ontop of everything else even if you scroll, until the animation fades.
Now i figure it doesn't make sense to add it into the grid since the grid's end will be out of view in the scrolling part of the scroll view, and same for the Scroll View. I am considering nesting the entire scroll view inside of a stack layout but i fear the button will just be located at the end of the stack layout under the scroll view instead of on TOP of the scroll view. How do you recommend I achieve this effect?
I prefer not to use a custom renderer if possible due to my lack of experience in the three separate platforms.
Thanks
Make vertically oriented stack layout. When you need to add you animation add it programmatically to the stack. When it finishes remove it from stack. Your scroll view will not affect animation

Issue with animating ui elements in unity 3d

I've added an animation clip to a canvas which animates position and alpha channel of its children (like buttons etc.). Now I'm gonna play this animation via pressing the play button (one of itself's children) as shown as here:
(Click om images to see in full screen)
I created a trigger in mecanim and sat as the trigger of transiting to that animation but it didn't work. Is there any ways else or was my job correct and did I some mistakes?
Please help, thanks
In the animator window just making the trigger doesn't do anything. You need to set the trigger by getting a reference to the animator and calling SetTrigger("yourTriggerName"). You can call this in the inspector using the UI button's OnClick() method.
Go to the inspector for the play button and scroll down to where you see this:
click the plus sign and then drag the game object with the animator you want to trigger onto the field that says None(Empty) then select the animator from the drop down menu that appears and select the SetTrigger function. Then type in the name of your trigger Exactly. Upper case matters. That's it. It should look something like this when you are done:
Obviously, you will have to use the correct GameObject and trigger name so yours will look a little different.

Metaio ARViewController with Image View on top in xcode

The Metaio Cloud plugin lets me setup an xcode 5 project (tabbed, two tabs) and set one of the view controllers to have custom class "ARViewController". This makes that view controller utilize the cloud plugin and show the view of the iphones camera for augmented reality.
I would like to overlay my logo onto this custom view controller, so I dragged an image view to the view controller, set the image source, and set the view mode to top. I set the background and tint to clear color, but for some reason I no longer see the camera view - I only see black.
Is there a reason this would either:
1) Make the ARViewController not work? or
2) make the image view black everywhere besides the logo, covering the ARViewController so that it can not be seen?
I ended up solving this issue. I put the ARViewController in a "container view" so the order of my items in storyboard is like this:
View
-Container View (Attach ARViewController to this view)
-Image View (Position on top of container view by clicking
"Editor">"Arrange">"Send to Front")

NSSavePanel, setAccessoryView and animation

I'm making a Cocoa application which has an NSSavePanel. During the lifetime of the modality of this panel, I allow the user to toggle between two different accessory views (call them View A and View B) for this panel via a checkbox in both of these views. I'm building on Snow Leopard.
View B is larger heightwise than View A. When switching from View B to View A, Cocoa starts with the height of the save panel plus View B's height, draws View A at the bottom of the panel with a blank space at the top of View A and then slowly animates this space away so that View A slides upwards. This looks okay.
When switching from View A to View B, Cocoa draws View B's components at the very top of the save panel so that they overlap the save panel's own components (text fields, buttons, etc.). It then slides View B downwards to underneath the save panel's own components. This looks ugly.
First off, I'm not sure how to reason about the proper way to animate the transition from View A to View B. Secondly, I'm not sure to accomplish it. I suppose I could just have one accessory view and just show and hide components in this when switching from basic to advanced mode, but this seems kind of a kludge.
Any suggestions? Thanks in advance.
The easiest way I've found to do things like this is to use an NSTabView with no visible tabs that does NOT draw the background. A and B are subviews of the tab view. Use the checkbox to toggle between the subviews of the NSTabView -- create an action method that uses -[NSTabView selectTabViewItemAtIndex:]. Then you don't have to worry about the height changing and Cocoa handles the transition.

How do I resize a window (animating)? Hiding and unhiding menus

Yeah, I did my homework and I found the setFrame:frame display:YES animate:YES but I don't understand how am I find out the height necessary to make it bigger or smaller. Let me exemplify: I'm making kind of spotlight search tool but when the user start the app it will just have a textfield (to type in the search keywords) and a button (Filter Settings) and the window fits the size of these two objects (NOTE: The window start position is on the center and on the top of the screen). When the user hits the "Filter Settings" button I want the window to make an animation going down and then showing the "check box group" that filters the search results.
In your case you need to find out the height of the check box group that you are adding to the view. An easy way to do this is to make a seperate view in your nib that contains the check boxes. Hook up the view to the window using IB, and when it is time to display the check boxes add that view to the windows content view and animate the window resize.

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