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Simon (Darkside) Jackson
@SimonDarksideJ
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
Arman Harutyunyan
@WArmanW
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.
updated the video. you can see that when I remove HorizontalScrollSnap from Conflict manager HardSwipe starts to work.
Simon (Darkside) Jackson
@SimonDarksideJ
Can you check in the package manager that you have version 2.3 installed
If you have, then you try and recreate the issue in a blank project just using the toolkit and send me the scene to test with?
Arman Harutyunyan
@WArmanW
I have 2.2.3
should it be just 2.3?
Simon (Darkside) Jackson
@SimonDarksideJ
No, 2.2.3 is correct, very odd
If you can create that sample scene, then I'll have something real to test with to see what is going on
Arman Harutyunyan
@WArmanW
here is the project
hope it helps
@SimonDarksideJ thanks for your hard work
Simon (Darkside) Jackson
@SimonDarksideJ
What version of Unity are you using @WArmanW ?
Simon (Darkside) Jackson
@SimonDarksideJ
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(); }.
Throne Vault
@ThroneVault

Hey everyone,

I was wondering if this projects has general text features like copy paste from a text ui element

Simon (Darkside) Jackson
@SimonDarksideJ
In investigating, I'd recommend setting the input system to "Both" in player settings for now @punaukkko (provided that is ok for you). Working on a more forward compatible resolution. But Unity have NOT made it easy :D
Hi @ThroneVault , just spotted your message (missed the notification). Unity doesn't really have a good solution for copy and paste at this time. It would be very tricky to put in a generic solution that would work across all platforms, including touch. But you can certainly log an issue of type proposal on the Bitbucket site and we can investigate your use case
punaukkko
@punaukkko
Hi @SimonDarksideJ, I found these defines from the unity forum: #if (ENABLE_LEGACY_INPUT_MANAGER)
Debug.Log("INPUT_Manager");
#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
Simon (Darkside) Jackson
@SimonDarksideJ
It's similar to what I would use to detect which input system is active @punaukkko , but the trouble is it's quite difficult to manage between an event based system (linked the new input system) and a deterministic system (old UI) at the same time.
My current plan is to create a UIExtensions InputManager that is event based and update the existing controls to use it, which can also be driven by the old system too. Done similar things for other projects, just need to weave it together. Doesn't help Unity didn't bother with a migration path, they just enabled the "Both" system and thought they had done enough
Spending some more time this weekend on it
FeboGameDeveloper
@FeboGameDeveloper
Hi, I've created a nice extension to the UI_InfiniteScroll class. I created a child called UI_MagneticInfiniteScroll. This extension has a pivot in the viewPort, and allows you to always have the viewPort with the list item centered in that pivot. I would like to add it to your project, can I give you a demo for you to see?
moreover, the user can select the item in the list to be centered initially
Simon (Darkside) Jackson
@SimonDarksideJ
Bu all means, submit a PR with the new control and it'll get reviewed. Just be sure to follow the guidelines outlined in the other controls. Or if you prefer, just submit an issue of type proposal and attach the script and assets to the issue log. Include a demo video of the control if you can.
And thanks for your contribution, great timing @FeboGameDeveloper as I'm due to push out a point release very soon.
If you have a contribution page, be sure to include a link to it in the script description and that will be added to the control page, so if users get specific value from the script they can support you directly.
And also thanks for the other support @FeboGameDeveloper , greatly appreciated
FeboGameDeveloper
@FeboGameDeveloper
@SimonDarksideJ done the iusses, unfortunately I can't do the pull request T_T
Simon (Darkside) Jackson
@SimonDarksideJ
No worries, I got your proposal. I'll work through it this week and get it adopted :D
Jamjardavies
@Jamjardavies
Anyone know what I'm doing wrong with the 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 UpdateLayout but 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.