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);
}
Related
I am upgrading the UI of my program (from the old Unity UI system to the new one), but it seems like I cannot work with screen-space canvas (either camera or overlay canvases). Objects in world-space canvases work fine. With screen-space GameObjects show in my "Game" preview-screen in the editor, so I am a bit confused as to what the problem may be. To be clear: objects show in the "Game" screen, but not when I press the "play" button.
I attach a composite screenshot with information about one of the objects, the canvases and the camera.
I think I now understand what the problem is. Apparently screen-space canvases (either overlay or camera) can ONLY work with UI-specific game objects. I still do not know why other sorts of elements can be added as children of these canvases (and specially why they correctly show in the Game-preview screen!)
Even if I am missing something deeper here, using elements from the UI folder works where others don't. I thought perhaps someone could find that useful.
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 am trying to use the new 4.6 Unity GUI system to create a bit of UI. I want to make this UI at a resolution of 400x300, then render to a texture which will then be drawn to the screen at a resolution of 800x600 (so double resolution). The problem is this: It doesn't work. The rendering is okay and I can correctly upscale the render texture and have it drawn to the screen, but the UI events aren't received in the correct position, and I can find no way to get around this.
So:
Player resolution is 800x600 Render texture resolution is 400x300
Main camera, called "UI Camera" renders to this texture (at 400x300)
Canvas set to "Screen Space - Camera" pointing at "UI Camera". Under this is a button which is set to stretch to all sides (so fullscreen, 400x300)
A second camera, called "Upscaling Camera".
Another canvas set to "Screen Space - Camera" pointing at "Upscaling Camera".
This canvas has it's GraphicRaycaster component removed. Under this is a RawImage displaying the render texture.
When I play, the UI is correctly rendered to the rendertexture, and then displayed on screen at 2x resolution, filling the screen. What is not working is the events - the button can only be interacted with when the mouse is in the lower-left quarter of the screen.
Conceptually, this makes sense. The button is occupying a space from (0, 0) to (400, 300) (starting at the bottom left of the screen), and now my player's resolution is 800x600, this rectangle only covers the bottom left corner. I get that.
So, with all that said, what can I do to fix this? I can't set the EventCamera on the GraphicRaycaster, so that's out. My next thought was to be somehow fudging the mouse positions. But honestly, I have no clue where to go.
(And in case somebody has a better way of doing this - I'm looking at a game working in 400x300 resolution which needs to be pixel-perfect. If I were to resize all my UI externally, that would mean that in-engine, they are essentially running on a half-pixel grid. Same goes for using the CanvasScaler component.)
Cheers for any help.
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.
there is a task to spread some raster cubes (PNG, with transparent background) along
the canvas based on Paper.JS platform.
I did it, however, there is a bug – canvas is bigger than browser window and when you are scrolling it to the right, animated cubes go glitchy, see attached screenshot. It seems that
the renderer doesn't clear previous frames. The same bug occurs in all browsers.
Is anyone knows how to overcome it? When I am trying to resize window and call onResize, everything becomes good unless I am not trying to scroll it again.
artefact image
Try using symbols instead of recreating the same rasters over and over:
In you 'building cubes' setup:
sprites[s] = new Symbol(new Raster(urls[s]));
and in hive():
var tmpRaster = sprites[selector].place();
Also, I believe paper.js tries to not animate off-screen elements to save on processing time. Instead of having the canvas be larger than the viewport, you may be better off using view.scrollBy(point)