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The Dreamer
@HafsaTa18105299_twitter
Hi .. I want to make a specific distance of my player to achieve .. like distance should be 500 meters .. how can I detect that player covered the distance of 500 meters ?? I'd appreciate your help
GeneralKeivan
@GeneralKeivan
Hi. So i want to create a game for android that requires an in game rich text editor so the player can type and add tags like bold , italic , underline, colors using the respective buttons. The main problem is that when you're typing in android, a text box appears on top of the keyboard that shows the text with the tags and i don't want the player to see the tags.
And when using the HideInput in the text mesh pro input field, because of the fact that unity cant actually hide the box in android, in some phones, the whole keyboard disappears. So i would like to know if there is a way to bypass this problem or if a similar text editor has been already made for unity.
Thanks for the help.
ZiedAbd
@ZiedAbd
is this extensions working with unity 2020 ?
The Dreamer
@HafsaTa18105299_twitter
Hi
I need your help.. i want an altimeter and control it according to the movement of my camera..
Simon (Darkside) Jackson
@SimonDarksideJ
Hi there @GeneralKeivan , Yes, The UI Extensions support Unity 2020, including the new Input System as well if it is detected/configured.
Hi @HafsaTa18105299_twitter , I don't think we have a UI control in our library to meet that requirement, but it is more of a 3D things and easily achievable by linking the rotation of the camera to the rotation of a sphere. In 2D, it would be a moderately tricky tasks to achieve the same thing. if you need it in 2D, then I would suggest building a 3D version with a dedicated camera that outputs to a RenderTexture than then draw that to a RawImage UI Element.
Hope that helps.
Ian Wang
@IWang20
Hello! I've been using the content scroll snap horizontal. Kudos to the devs for spending the time to make this stuff for people! I'm having trouble with it though. On scene start, I instantiate game objects into the content area, but they all end up stacking on top of each other, the scroll snap isn't detecting the instantiated objects. Can anyone help with this?
Simon (Darkside) Jackson
@SimonDarksideJ
Thanks for the kind words @IWang20 , can you log an issue on the bitbucket site with replication instructions. It sounds like you need to call "SetDirty()" on the control/canvas after you have added the content. But We can help to identify the correct flow (and then update the docs with that use case)
Ian Wang
@IWang20
Hey @SimonDarksideJ , thanks for the reply, I'm not able to submit issues on the site, when I navigate to the site's issue page the create issue button is missing and my account logo switches to anonymous mode. Also, I tried using SetDirty with my canvas as my target and the issue remains the same.
Simon (Darkside) Jackson
@SimonDarksideJ
Hmm, that's odd.
OK, instead of raising the issue, can you detail it here, with specific replication steps
If possible, can you make a replication project with dummy assets and scripts that demonstrate the issue @IWang20?
Ian Wang
@IWang20
  1. Import unity ui extensions in a unity 2D project
  2. Put assets in scene: Canvas with Content Scroll Snap Horizontal(delete the exisiting Position 1-5 objects in content) and a Controller GameObject w/ controller script
  3. Also make a GameObject prefab "Template" with image component (center-middle anchor /w pivot set to 0,0)
  4. Edit Controller Script: For variables, make public Game Object "content" and public Game Object "characterTemplate"
  5. In Start(), write Instantiate(characterTemplate, content.transform).
  6. In the inspector, drag the prefab Template into characterTemplate and Scroll Snap Content into controller content variable
  7. Run the scene: the gameobject should appear at the bottom left corner of the Scroll Snap Content. The content should move freely and shouldn't be detected by the scroll snap.
brunocapdevila
@brunocapdevila
Hi! I am trying to create a UIGridRenderer that masks a ParticleSystem/RawImage+RenderTexture. It does not seem to work. I tried using the UIParticles from MobSakai but when putting them inside the UIGridRenderer along with a mask, particles are renderer inside and outside the grid. Is that a feature that is not supported?
brunocapdevila
@brunocapdevila
The only way I managed make it work is by creating the grid through the create menu and same for the UIParticleSystem. The problem is we can only have square particles.
image.png
The result is not satisfying. MobSakai UIParticle component does not get masked, as it does not any other material than Default UI Material
brunocapdevila
@brunocapdevila
image.png
Ok, finally got it working by creating a new material
image.png
Simon (Darkside) Jackson
@SimonDarksideJ
Pretty :D
Glad you got it working @brunocapdevila , any information you can feedback to the project on your approach would be welcome, to help out others trying to achieve a similar effect
ChrisAshtear
@ChrisAshtear
I think you have a bug in uiLineRenderer
onenable doesnt account for m_points being null
kamchow
@kamchow
Hello, for the RangeSlider control, how can I use it in vertical direction? I have try rotate it by 90 degrees, but it is difficult to control the size and position. Thanks
Simon (Darkside) Jackson
@SimonDarksideJ
Curious @ChrisAshtear , as the examples enable testing from 0 points, so unless the m_points is being set to null. But thanks for the report, I'll check it out>
I'd also appreciate if you could also log it as a bug on the BitBucket site for tracking.
Good question @kamchow , I'm not certain the original design allowed for that. Can you log a feature request on the BitBucket site and I'll see what I can do
bouphy
@bouphy

Hello guys, I can't find a solution for a problem I'm having - I'm using the script "UIScrollToSelection.cs" and it works like a charm - incredible work! But I'm having an issue, I have the hierarchy organized in this way:

Content
---Foods
-----ITEMS

---Weapons
----ITEMS
...

The selectable buttons are the ITEMS, and they're children of some empty GameObject (like Weapons, Foods etc.), in this way the ScrollView doesn't scroll with the selected item - but if I take all ITEMS outside to make them children of Content - the scroll works perfectly. But for how I've organized the project that's not possible for me unless I redo a big portion of it and I would like to avoid.

In the code I think the "problem" is at line 149
if (selection == null || selection.transform.parent != LayoutListGroup.transform)
{
return;
}

selection.transform.parent will be Foods or Weapons - so this return will be called - but if I just delete that condition it still doesn't work - can someone help me with this please? I've been stuck the whole day on this issue.
Thanks!!

@SimonDarksideJ Sorry for the tag but I'm really desperated!
Simon (Darkside) Jackson
@SimonDarksideJ
No worries @bouphy and I see you have already logged an issue on the Bitbucket site. Any chance you can also attach a sample scene (just using the Extensions and Unity, no assets) to demonstrate the issue, that way I can validate any fix.
bouphy
@bouphy
Yes I'll do it right now thank you so much!
bouphy
@bouphy

omg I'm in disbelief!! I just noticed that I was using an old version of the script - just downloaded the latest version from UnityUIExtensions-2019-6.unitypackage

And it's fixed there!!
Sorry about that but thank you so much!!!!!
I'll update the issue on bitbucket!
omg tyyy

Simon (Darkside) Jackson
@SimonDarksideJ

No worries, happy to help and glad you got it resolved. The package is available on

  • Unity Store
  • UPM (instructions on Bitbucket)
  • UnityAsset via BitBucket, Itchio and Patreon

I recommend the UPM version as it also gives you version control in Unity and tells you when there are updates (as well as not messing up your asset folder)

bouphy
@bouphy
Yes surely I will! Have an awesome day Simon! Thank you again! What you and your community did is unbelievable!
Stan G.
@squiig
hi, i installed unity-ui-extensions with UPM and i'm trying to reference the components' scripts in my own code, but it doesn't recognize the packages. How do i properly import this stuff so i can use it? I specifically need to work with the UILineRenderer
Simon (Darkside) Jackson
@SimonDarksideJ
Hi there @StarKing777, if you want to consume a upm package from another, you need to add a reference to the package in the assembly definition.
So edit the assembly definition in your package and add a reference to the ui extensions package 😎
I'd also recommend adding the ui extensions as a dependency in your project. Json for good measure, but not mandatory
Bruno Severo Bataglin
@Batataglin_gitlab
Hello.
I've implemented HorizontalScrollSnap to use as pages, so i've buttons to change between the elements, but i notice that mouse scroll also moves the page. How can I block the mouse cursor input?
Simon (Darkside) Jackson
@SimonDarksideJ
That is a fair point, the mouse inherently controls the scrollrect because that is built into the Unity UI System. Can you log an issue on the BitBucker page with this request and I'll look into it.
Bruno Severo Bataglin
@Batataglin_gitlab
I'm kinda solved this issue by unchecking scrollrect horizontal/vertical orientation. This action return a console error message, but for my usage it didnt crash anything. But sure, i'll log it on bit bucker. Thanks!
Adam Goodchild
@adam283_gitlab
How do we access the latest releases via UPM? It seems that the latest versions we can get are 2.2.X, with no mention on the installation wiki pages about how to pull the latest versions (2.5)?
TieSKey
@TieSKey
Hey there people, is there an example image/code for the different tooltips? I don't get how the hover and bound ones work :S
Simon (Darkside) Jackson
@SimonDarksideJ
The UPM instructions are in the "Installation" section of the Wiki @adam283_gitlab and are detailed here: https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/wiki/UPMInstallation
If you feel this needs to be easier and clearer, please let me know
As to Tooltips @TieSKey , if you need specific examples, please log an issue on the BitBucket site and I'll be sure to get that request fulfilled.
Simon (Darkside) Jackson
@SimonDarksideJ
Some fixes in development today for UI_HIghlightable, Infinite scroll (supports mixed sized content) and the Range Slider. The road to the next release continues
Resolving the Infinite Scroll using mixed content was a killer, simply because.... Unity :D