pushed to UnityUIExtensions/unity-ui-extensions
Updated script provided by zero3growlithe, tested and vastly reduces the previous jitter.
Still present but barely noticeable now.
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pushed to UnityUIExtensions/unity-ui-extensions
Merged in dev/EnableScrollRectOcclusiontoReset (pull request #107)
Resolution for Reordering ScrollRect when Occlusion script is used
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pushed to UnityUIExtensions/unity-ui-extensions
Initial check-in to resolve reordering issue with ScrollRectOcclusion.
* Sorting is now supported, I've added a new "SetDirty()" function to the UI_Scrollrect_Occlusion script to force it to update once the children have been reordered.
* This works 100% when the ScrollRect is set to Unrestricted or Clamped
* If the ScrollRect is set to Elastic, it works 100% when the list is NOT at the beginning or end of the content. (not min or Max)
# ToDo
* When the ScrollRect is set to Elastic and is Moved to either the start or end, there is a race condition between the ScrollRect updating and the reset function
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I also checked in the asset store and on youtube and it seems there is no much content on it
Simon (Darkside) Jackson
@SimonDarksideJ
Just raise an issue of type "Proposal"
Giggioz
@giggioz
Just raise an issue of type "Proposal"
I'll do that, thanks.
sethvhk
@sethvhk
im trying to use the ui primitives on the latest unity and they arent rendering, should i keep bashing on it or is there some known issue with unity 2020?
Simon (Darkside) Jackson
@SimonDarksideJ
I'll be honest I haven't tried them with Unity 2020. But please log an issue on the bitbucket and I'll give it a look tomorrow
Please ensure you include replication steps and the setup of your Unity project to assist diagnosis
sethvhk
@sethvhk
sure np
Simon (Darkside) Jackson
@SimonDarksideJ
Thanks @sethvhk, will check it out asap
Klaus
@Foxician_twitter
Hi, I'm using the UI Particle System script & shader and noticed that it only replaces the main Material, but not the Trail Material. Is there a way to render particle trails in the UI with these UI Extenstions? I'm using Unity 2018.4 and UI Extensions Asset V2.0 (I couldn't find any info about that, sorry if I missed it!) Thank you for these amazing free tools, Simon! 🙌
Simon (Darkside) Jackson
@SimonDarksideJ
Sadly, the Particle system does not support Trail particles at this time
I think there's a bug with the UI Particles Texture sheet animation: it always cycles through the sheet (or the row), even if Frame over Time is constant. I tried it with both V2.0 and 2019.4 (V2.2), which I think is before and after your last fix. I normally use a constant Frame over Time to have different sprites within one particle system (e.g. different leaves).
Arman Harutyunyan
@WArmanW
Hi guys, I am having issue with the HorisontalScrolSnap. when I enable hardSwipe scrolling jumps over few childs. please check the video to better understand Also It scrolls normally when I remove ConflictManager from the child's. https://drive.google.com/file/d/1fEkcnF2Tuczxu3sKaGiY0aasjgZa9vVn/view.
Arman Harutyunyan
@WArmanW
in example scene there is only ScrollRect on the parent. in that case all works fine also for my case. but I have HorizontalScrollSnap along with the ScrollRect. which gets auto added in ConflictManager. if I remove it from ConflictManager on runtime all works fine.
Simon (Darkside) Jackson
@SimonDarksideJ
Can you log an issue with that @Foxician_twitter , and detail your expectations. Likely the fix to update the particle textures adapted to the new way Unity is handling it, so we'll just need to update it to handle your use case
Can you put that in an issue @WArmanW and I'll take a look. Does seem odd and could have something to do with the drag coordiates, as hard swipe should be limited to +1 only, but with a drag from the edge, it may be causing the control to think it is on the next screen already.
Arman Harutyunyan
@WArmanW
Hi @SimonDarksideJ I am amazed how responsive you are, and you just fixed the issue I have opened. so what is the best way to get the fix on my project? I have 2.2.2 in packagemanager
Simon (Darkside) Jackson
@SimonDarksideJ
Sadly Unity does not allow branch selection with their Git URL feature. So the only way to get access to the development builds atm is to download or clone the source and add it to your project manually atm. I am working on trying to get preview packages for development builds running, but not there yet.
Actually scratch that, it just worked but was very odd.
Going to update the UPM installation docs to reflect this
Fantastic, now I have latest versions of the lib using package manager, sadly the issue remains, I have checked I have the changes that you pushed. but whenever I enable hard swipe it jumps up until the (last page-1). If you are willing to fix it let me know if I can help you anyhow to reproduce the issue.
nvm, guess it's 2020, as it doesn't have issues with Unity's own packages :D
Simon (Darkside) Jackson
@SimonDarksideJ
Good news @WArmanW figured out the problem. Simply put, multiple controls are calling EndDrag, which causes the scroll snap to be called multiple times. Pushing fix now
Arman Harutyunyan
@WArmanW
omg thanks
Simon (Darkside) Jackson
@SimonDarksideJ
OK, that's checked in to dev, but you'll need to clear your UPM cache to get the update. Just a frustrating thing with dev builds in Unity
Remove the com.unity.uiextensions from C:\Users\<username>\AppData\Local\Unity\cache\packages\registry.npmjs.org
Arman Harutyunyan
@WArmanW
works! thanks
Simon (Darkside) Jackson
@SimonDarksideJ
Thanks for the donation @WArmanW , really appreciated :D
punaukkko
@punaukkko
I recently started using these extensions and then I needed to switch to the new Input System only due to crashing of the input field (I was using combination of both). The menu manager is using the old input system and it won't work with the new Input System.
Simon (Darkside) Jackson
@SimonDarksideJ
Interesting @punaukkko , I'll be honest and I've not tested with the new Input system, but it shouldn't affect the Unity UI system which the extensions use. Can you please log an issue on the bitbucket site and I'll look into it. Make sure to include replication instructions for me to test with
punaukkko
@punaukkko
Hi @SimonDarksideJ, there is now an issue #348 regarding the new input system and menu manager.
Simon (Darkside) Jackson
@SimonDarksideJ
Thanks for the report, will get that looked at asap
punaukkko
@punaukkko
No worries. No hurry. I have a workaround.
Simon (Darkside) Jackson
@SimonDarksideJ
If I may ask, can you list your workaround fo reference issue please @punaukkko . Got a plan to resolve but would also like to hear how you've tackled it.
punaukkko
@punaukkko
My solution is not really generally applicable. On MenuManager::Start() I added a callback to to cancel operation "FindObjectOfType<MyControl>().controls.UI.Cancel.performed += context => OnCancel();" then on MenuManager::OnCancel() { if (menuStack.Count > 0) menuStack.Peek().OnBackPressed(); }.