I have a form with 2 canvases. The first canvas has a button that loads the second canvas when pressed. Now I want to fill some data in a list item (that is in the second canvas) when the second canvas is loaded. There's the WHEN_NEW_ITEM_INSTANCE trigger on the list item but that doesn't seem to fire when the canvas is loaded. Any idea how I could do this?
Tried searching all around but haven't found anything useful.
Just put your code in the button WHEN-BUTTON-PRESSED if there is no other way to reach second canvas.
Related
There's a collapsible sidebar on my webpage. When I collapse it, I want the svg element on the page to resize to take up all of the new blank space.
The function that resizes the svg is working. However, it is not being triggered when the sidebar is collapsed.
I have tried:
d3.select("#mydivHoldingSVG").on("resize", MyResize)
Where #mydivHoldingSVG is a <div> and MyResize is the function to resize the svg.
When the sidebar is collapsed, the <div> element increases in size (as inspected via Google Chrome developer view), which I thought constituted a "resize".
If the window is resized, that is, if I use:
d3.select(window).on("resize", MyResize)
Then the svg resizes correctly.
I have looked at the list of standard events to see if one can be applied to the div element (#mydivHoldingSVG) but I'm not seeing an obvious "when a div element changes" event.
Is there an eventListener that can be added on a <div> element being resized or changed?
The gist is that you should do it another way: the resize event only pertains to the window and will not fire on any other element.
The cleanest way to solve this problem would be call MyResize when you call whatever function is collapsing your sidebar, rather than trying to indirectly listen for the sidebar being collapsed.
I want to find out the scroll view position of a list view, if we change the scrolling position little bit also. I have browse the net many solutions suggested that using 'ItemAppearing' event in list view but that event is not satisfying my requirement because that event fire only when item will be changed at the time of scrolling but In my list each item height is nearly equal to the my screen height that's for changing the item it takes large position of scrolling. Because of that after scrolling large position only that event will fired but what my requirement is just changing the little position of scrolling also need to detect that one. Please suggest any idea. Thanks in advance.
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.
I have a button under a canvas that is suppose to restart the scene. But instead its not calling the intended function of attached script.
On Unity Forums, I found solutions like it should be at higher hierarchy in canvas, and the canvas should have a graphic raycast and so-on.
But it still isn't working, although its on click array detects the intended method it is suppose to call.
Scene Editor with Canvas Selected:
Scene Editor with Button Selected:
Remove the canvas component from your button.
Make sure that there is a GraphicRaycaster on your canvas, and that there is an EventSystem object somewhere in the hierarchy.
(Both should have been added when you first added the canvas, but things get lost)
The screenshot that shows your button being selected, also shows, that you did pick a gameobject for the OnClick event, but you didn't pick a function from the drop down right next to that field, it says no function.
Instead of selecting the C# class, select the GameObject that
btnSceneSelect is attached to.
If btnSceneSelect is not attached to a GameObject, attach it to one
(other than the button).
Taken from this site
I have selected a game object in the Hierarchy with an animation component attached (not an animator but a simple animation) then I tried to open the animation window to edit it by choosing "Animation" from the "Window" menu. The problem is that the animation window is grayed out and it suggests that I create a new animation. But I just want to edit the one that I already have.
To edit the animation, you need to select a GameObject, make sure it has an Animation component in the inspector or add it if not, assign the animation in question to the Animation list of that component, then open the animation window and select your animation. it's under the time control buttons, beside the object popup.
Source: http://answers.unity3d.com/questions/205198/edit-animation-in-animation-windows.html
I have just found out why it didn't work. Because the animation component provides a list of animations, and the first element of the list should not be empty. Meanwhile in my case the first element of the list was empty and the animation I wanted to edit was assigned to the second element of the list. That's why it didn't work.
The "Animations" tab under the "Animation" component must have 1 animation under it, including blanks. To fix this, change the "size" to 0, and the animator at the bottom will open.