#elif (ENABLE_INPUT_SYSTEM) Debug.Log("INPUT_System"); #elif (ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER) Debug.Log("INPUT_System"); #else Debug.Log("INPUT_Manager"); #endif
ContentScrollSnapHorizontal? I have one in my canvas, with no children until runtime (children are populated using a factory in code) and it gives errors (noticed it was not checking child count or null-checking contentPositions), so fixing these up, I notice that I can't scroll and snap to items. I've tried calling
UpdateLayoutbut this seems to also not make a difference. If I keep 1 item as a child before running the game, it snaps right to the one item, but as soon as my factory adds more, it doesn't allow snapping to any new items, only the first, and now the snapping position is incorrect.
ContentScrollSnapHorizontalhas set it's enable to false. Upon enabling this component in the editor (in edit mode, not play mode), I start getting error spam in the console. Also, when adding children to the content using Awake, it works, but if I delay it (in Start for instance), it then doesn't work or snap. What I seem to need to do is enable the snap, and update the layout, but this still causes an exception, since there's no children at the start.
Hi all, firstly thanks for the great tools/extensions!! I am just dipping my toe with the conflict manager and I have a quick question:
Ive prefab'd a horzontal slider (holder) to populate dynamically. Im struggling with trying to set the ParentScrollRect through code in my loop. I have a vertical scroller in the scene awaiting the prefab objects.
Any suggestions of best way to tackle? ps ive used the search and found a post of similar but ultimately not ending in a strategy
Big push tonight to get some of the finishing touches for the next release of the UI Extensions in, including:
(one day I will remember to only add or fix examples in Unity 2018, because Unity... Backwards compatibility is fun...)
So hopefully should have the 2.2.3 release out shortly after a few last checks through the worklist.