I am using a horizontal layout group for a panel that can have 1 or more children. The problem is that on load, the children are not aligned properly.
But they do get aligned when I do almost anything. When I change play scene screen size, disable layout and then enable it, change any property of horizontal layout group. And it works fine.
Anybody knows the reason behind this, I have even tried quick fixes(which I hate) but it won't work for some reason.
Related
I am using Unity 5 and I started to make a menu scene. When I made the canvas, all of values under the Rect Transform component are locked and it says "some values driven by Canvas." The only thing I can change is the z position when using the gizmo in the editor. I can't reset the position or anything. Why is this happening?
This means that the canvas's canvas component has it's render mode set to Screen space - overlay. This forces it to be the size of the screen. Change it to World Space and it will allow you to resize it and move it around.
Changing the Render mode is not an ideal solution; neither is Overlay mode the reason why this is happening at all. World Space is just a render mode that changes the way your whole UI behaves and would mean a whole different set up and a whole lot more work just to get a child UI object to move independently.
Here is the description of what World Space is for from the Unity site:
In this render mode, the Canvas will behave as any other object in the
scene. The size of the Canvas can be set manually using its Rect
Transform, and UI elements will render in front of or behind other
objects in the scene based on 3D placement. This is useful for UIs
that are meant to be a part of the world. This is also known as a
“diegetic interface”.
The Rect Transform usually gets locked because it is a child of another Canvas Object which controls its Transforms. The way to fix this is to overwrite it by adding a “Layout Element” component to it. From there you can configure it to work the way you like and it can have transforms independent of the Parent UI Object.
For full details, see this Unity support page: https://support.unity3d.com/hc/en-us/articles/115000179163-How-to-overwrite-Width-and-Height-values-that-are-driven-by-a-Layout-Group-in-runtime-
Canvas is depend on game tab in your window panel.
Adjust panel by use of close tab or resize panel or doc game panel.
It will help you make default 800 X 600 canvas.
I have a window displaying a video stream with a twitter feed as an overlay.
When a new tweet is displayed, the current tweet animates out using a rotate animation and the next tweet is rotated into view. The animations are performed using a RotateTransition.
The app also switches between different cameras to display different streams. To give an indication of when the app switches to the next camera, I have a progressbar that fills using a Timeline object.
This works well, until I resize the window. The rotate animations start to flicker, along with the progressbars as they gradually fill.
As a test, I disabled the video stream, to see what's happening. The 'artifact' doesn't occur then and I can resize as much as I want. If I play the stream and don't resize, everything works well.
The video player is based on VLCJ, but the actual pixels are drawn on a WritableImage in an Imageview.
See the following images that illustrate the problem.
At the bottom right you can see 2 different progress bars (a ProgresBar and a ProgressIndicator).
A part of the flickering result is still visible below the second image. It somehow stays visible, probably because the area doesn't get redrawn.
Any idea what makes the flickering happen? Is there anything I can do to fix or avoid this?
I tried some VM options in IntelliJ: -Dsun.java2d.d3d=true -Dprism.forceGPU=true to somehow enable hardware acceleration, but that doesn't seem to help.
Disabling the progressbar fill animation doesn't help either.
I had a similar problem with some arcs and shapes that would flicker when its attributes / sizes were changed.
The solution to my problem was to make sure that the methods used to change the shapes were called from inside the JavaFX thread.
Platform.runLater(() -> {
arc.setStartAngle(30);
arc.setLength(45);
}
The Problem:
I am currently trying to get the background image of launch page of my app and the first view controller to match in size.
On left, launch screen on the right first view controller.
However as you can see the navigation bar appears to resize the background image.
Both back ground images are currently set to centre vertically and horizontally and both have equal width and height to the view.
What Ive tried
I have obviously tried messing around with auto layout to now avail,
I have also tried toggling the Extend Edges “under Top Bars” option, it is currently set to true in the above image. This didn't work either.
Question
How do I get both background images to have the same sizes (consistent) between the launch screen and the first view controller, for all iPhone devices (in auto layout)?
Found the answer for anyone with this problem.
Tick extend edges under Opaque bars for the view controller.
The new Unity 4.6 comes with a new GUI, when I change de resolution on Unity the UI Button scales perfectly but when I test on the Nexus 7 device the Button looks too small. Any idea how to solve this?
Unity's new GUI system uses "anchors" to control how gui elements (like buttons) scale in relation to their parent container.
Unity has a tutorial video on how to use the new "Rect Transform" component (where the anchors are configured) here: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
The last half of the tutorial is all about anchors. That page has links to the entire tutorial series. It's not too long. You should watch the whole thing.
Specific to your question:
The anchors are visible in your first screen shot. They are those 4 little arrows at the top left of your button.
Right now, your button is only anchored by it's top left corner.
The two right anchors need to be dragged to the right so that the right edge of your button is anchored to a space inside its parent container.
Depending on your situation, the two bottom arrows may need to be dragged down so that the bottom edge of your button is anchored as well.
The video I linked above covers all this in detail.
Lastly, for the font size to scale nicely on different resolutions, you will need to add and configure a reference resolution component to the base canvas of your UI, as Ash-Bash32 wrote earlier.
Update: The best way to add a Reference Resolution component is through the inspector window for the base canvas in your UI.
1) click the "Add Component Button" at the bottom of the inspector.
2) type the word "Reference" in the search filter field.
3) select the "Reference Resolution" component in the search results.
The Reference Resolution is now renamed as Canvas Scaler.. Along with the renaming they have added many more features for the dynamicity of the Canvas. You can go through the Unity Doc of Canvas Scaler and also take a look at this article for a practical example of how and why to use Canvas Scaler. Also make sure you use the Anchor Points to good effect to make this more robust...
To Scale UI added the ReferenceResolution Component to the Canvas you want to scale.
P.S. Theres no Documention for ReferenceResolution
If you want the button to be the same size for all screens and resolutions, you have to add the canvas scaler component to the canvas and the set the screen match mode to: match width or height, here is the link to the docs, this helps a lot if you want to aim to different sizes or resolutions:
http://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
This becomes giant and convoluted once you start laying things out in code AND using a canvas scaler, so I wish to provide a thorough answer to save someone the hours I went through.
First, don't use anchoredPosition to position anything, unless you fully realize it is a 0.0 to 1.0 number. Use the RectTransform localPosition to do the actual laying out, and remember it's in relation to the parent anchor. (I had to lay out a grid from the center)
Second, put a canvas scaler on the parent layout object AND the inner ui pieces. One makes the layout in the right position, the other will resize your elements so they actually show up right. You can't rely on the the parent unless the children also have scalers (and Graphic Raycasters to touch them).
Third, if you have a scaler, DON'T use Screen.width and height, instead assume the screen is the same value you put for the scalers (hopefully you used the same, or know what you're doing). The screen width always returns the actual device pixels, retina devices too, but the canvas scalers DO NOT account for this. This probably gives unity the one remaining way to find actual screen dpi if your game wants it. Edit: This paragraph applies to any parent canvas connected to the code doing your laying out. Not stray canvases, you can probably mix it up. Just remember unity's guidelines on performance with canvases.
Fourth, the canvas is still a bit buggy. Even with the above working, some things don't render until you delete and recreate a canvas, if you re-open the scene or it crashes. Otherwise, the above is the general "rules" I've found.
To center a "grid of things" you can't just use half of the canvas scaler's width or height, you have to calculate the height of your grid and set the offset by half of it, otherwise it will always be slightly off. I just added this as an extra tip. This calculation works for all orientations.
How can I create simple image carousel. Let's say I have GridView with two rows and one column. I want to create image carousel in upper row. Can I do that with ScrollView. Any sugestions?
You have the right idea. You can use gridLayout just to keep your sizing in line, and using scrollView is perfectly fine.
I do not know exactly how you imagine such a carousel working, but one option to be aware of in scrollview is the 'paginated' option. This allows you to easily define target positions for scrollview to stop and snap to, similar to a scroll picker on native. Or if you want the sources definition..
* #param {Boolean} [paginated=false] A paginated scrollview will scroll through items discretely
* rather than continously.
The next thing you may want to think about is how a carousel goes round and round and never reaches an end like scrollview would. There is no option for this by default, but I found a way it can easily be done. It may be a bit trickier with smaller images, but here is an example I did for a infinite panorama.
Transforming Panoramas for Virtual Tours with famo.us, has it been done?
The trick was to use a second duplicate image trailing the scrollview and when scrollview was in the right position, we could jump it back to the beginning, with no visual evidence to the user.
Here is the live example..
http://higherorderhuman.com/examples/infinite.html
Hope this helps you get started!