Using Overlay UI button in Google VR - user-interface

I'm trying to work with Google VR (GVR) newest versions. I want to add a normal Canvas Button to my scene so that users can touch the button to go back to previous scene our trigger some action. I tried adding a normal overlay button to my scene but it doesn't show up in the build. I wanted to ask if you guys have any solutions to that
Thanks

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Xamarin Forms buttons stop receiving mouse clicks after clicking on SkiaSharp CanvasView on iOS

I use SkiaSharp canvas to draw the main game screen, and then there are various Xamarin.Forms Buttons around the UI. This all works fine on when used directly on iPhone or iPad using a finger. However, when I connect a mouse (e.g., through a MacBook or otherwise), the buttons start working with about 10% chance after mouse-clicking on the SkiaSharp canvas (and not receiving the mouse click events with 90% chance). The SkiaSharp canvas itself works just fine.
If I bring up the iOS app launch menu from the bottom (which probably somehow temporarily exists the mouse navigation on the app), the buttons start working again with the mouse. But if I click the SkiaSharp canvas again with the mouse, the buttons have a high chance of becoming disabled again. If I change to using a finger, all works fine (even if the mouse clicks were not being registered immediately before). However, mouse clicks are not being registered even after touching with a finger, so finger-touching does not reset the issue with the mouse (but bringing up the menu from the bottom does).
We found this bug by testing the iOS game on MacBook Pro (the iOS apps recently came available on the App Store) but the same issue persists also directly with an iPad / mouse combination. It seems to be some sort of an issue between using a mouse (on iPad or on MacBook Pro), SkiaSharp canvas and Xamarin.Forms buttons.
Does anyone know what the root cause of the problem is and what is the workaround?
Not an answer as such, but some more information about reproducing the issue: A simpler repro case may be this small project: https://github.com/jrc14/TraceMatching/ .
Don't worry too much about what it's doing, but note that you're mean to click in the grey Skia canvas in the middle to create 'targets' - and that after you've done that, mouse-clicks are getting lost.
If you run it on a Mac, you'll see that, though the clicks get lost after you've clicked on the Skia canvas, they will start being received again if you click on something else (another app, or the Mac background).
(further edit) - after some noodling around I did find a workaround. If, once you've finished processing the touch action on the SKCanvasView, you reset its EnableTouchEvents property (i.e. set it to false, then back to true again), it seems that the clicks don't get lost any more,

How to use gallery on apps that only allow to get a picture from a camera app?

Is there a way to upload images through gallery on apps that only allows the images to be taken by camera?
I know there are apps like fakecamera which allows the same but a recent update to the app in which I upload images through gallery using FakeCamera has disabled this functionality. Every time I click on camera button in the app only my mobile camera is opened (earlier whenever I clicked the camera button, a selection dialog used to came to select between fake camera or camera to upload image). But now only my default camera is opened every time. If this needs to Mod the apk, I am ready to do that but please someone help me out with this, I am so frustrated.....

Cant edit animation once created in Unity?

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I have created an animation and attached the animation to a game object. The game object also has an animator attached, but I don't use it for running the animation. I run it by code.
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My inspector looks like

Unity Animations on HoloLens not working

I have created a HoloLens app using Unity 3D. In the app I want to show a text canvas with some animation on click of a button. I have done this with Animator control and script to open an Animation state on click of a button. This is working fine when I try on Unity Preview. However when I try the same app on HoloLens emulator or on device the animation doesn't work. The canvas opens up simply without any animation after some delay (I think delay of animation to be completed). This is not the case for Unity Game Preview.
Please let me know what else we do to support Animations made in Unity on HoloLens.
I have fixed the issue. Not sure what was the exact problem but the cube object was mashed off as added some components, which might not actually needed.
Freshly re-designing the cube and animations worked.

Animate View on Menu Button Tap using Swift 2

I got a Home Page in my App which has a Menu button(Hamburger) on the Right of the Screen. My Requirement is to Animate the Current View(Home Screen or Profile Screen or Settings Screen ) on Tapping the Menu Button. On Tapping The Menu Button which Screen is Currently Active Should Animate.
The Requirement Screen Looks like the Image Below
The Image shows how the Screen looks like after tapping the Menu button.
ie: if Home Screen is active then the home screen should animate , if it is a profile screen which is active then the profile screen should animate. Can i make animations like this using Swift2. Currently i am using Xcode 7. For menu i am looking forward to use SWRealViewController. if i use SWrealViewController can i achieve this effect ? Or is there any third party Tool available ?
After a long Search for what i needed i just came to find a library. ITRAirSideMenu
Which is exactly what i was in search for.
You can try this Third party Library. Hope it helps you
https://github.com/DigitalLeaves/DLHamburguerMenu

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