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Arman Harutyunyan
@WArmanW
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.
Simon (Darkside) Jackson
@SimonDarksideJ
That is curious @Jamjardavies , as the control has been tested programmatically. Can you raise an issue on the Bitbucket and I'll get this looked at today
Please ensure to include replication steps and, if possible, the script you're using to initialise the control.
Jamjardavies
@Jamjardavies
I'll take a quick look to make sure I'm not doing something silly, but was strange seeing errors when there were no children in the Content transform... I'll remove the changes I've done just in case that caused issues elsewhere...
It would be tricky to share code as it's using Zenject as the main DI, but I can see if I can make a repro in a new project.
Jamjardavies
@Jamjardavies
Okay in my tests on a new project, I've added a "Content Scroll Snap Horizontal" from the create menu, and then removed the 5 children it comes with. I get no errors until I play and stop, to which I notice the ContentScrollSnapHorizontal has 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.
Jamjardavies
@Jamjardavies
Note: I also use a Horizontal Layout Group to align the children, that seems to also make it mis-align when adding (most likely due to delay of the layout code)
Simon (Darkside) Jackson
@SimonDarksideJ
Thanks @Jamjardavies , can you please ensure you include all that detail in the issue log on the Bitbucket site.
phil matthews
@flamindelux_twitter

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

Simon (Darkside) Jackson
@SimonDarksideJ

Big push tonight to get some of the finishing touches for the next release of the UI Extensions in, including:

  • New Magnetic Infinite scroll control
  • Programmable goodness added to the UI Knob control to set its value
  • New touchable mask for the UI Knob control to increase the surface area to control the knob (new example too)
  • A few reworked fixed to support 2018, mainly due to the new Input System wrapper
  • Finalised testing and updating of the examples back to 2018

(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.

Apologies @flamindelux_twitter , just spotted your message
As ever @flamindelux_twitter . could you log your request as an issue on the Bitbucket repo, and if possible, include a sample (replica?) scene for what you are trying to achieve and include detailed replication instructions.
Simon (Darkside) Jackson
@SimonDarksideJ
Ok, @flamindelux_twitter , done a quick bit of digging and I can see the issue. In fact in your use case you should be seeing a null-reference exception in the log when you try and assign the parent scroll rect through code.
Working on a fix now
Simon (Darkside) Jackson
@SimonDarksideJ
OK, fix pushed to development @flamindelux_twitter , will be in the next release. (or you can grab the development version, just check the UPM docs for information)
Simon (Darkside) Jackson
@SimonDarksideJ
OK, Can replicate your null ref issue @Jamjardavies , will post an issue log from your description above and see what I can do
Simon (Darkside) Jackson
@SimonDarksideJ
@Jamjardavies I've created your issue on the bitbucket site.
https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/354/content-scroll-snap-raises-exception-when
Stay tuned for more details
Simon (Darkside) Jackson
@SimonDarksideJ
And the issue with the ContentScrollSnap is resolved @Jamjardavies and the fix is in the development branch.