uGUI | Source code for the Unity UI system | User Interface library
kandi X-RAY | uGUI Summary
kandi X-RAY | uGUI Summary
Source code for the Unity UI system.
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QUESTION
I can't figure out how to add a "save file/folder" input to Universal GUI.
I need to be able to pick a location to pass as a file or folder
to the cli program without the file/folder in question existing already.
Selecting a pre-existing file to pass to the cli command is easy, just use the generic file upload entry.
And Universal GUI already has a "select folder" entry.
Both options require selecting one that already exists.
So all I need is to be able to select a file and/or folder that doesn't exist in a "save" form.
I've never found an alternative to NW.js that doesn't require manually setting up the Node.js launcher.
So that's what I run the app I made in/for Universal GUI.
ANSWER
Answered 2021-Sep-01 at 22:01The folder browser is designed to allow you to select existing folders or create new ones. File select will also allow you to create new files.
It sounds like what you want is to use the folder selector, so the user can select the folder (or create it, then select it) as their output directory. Then give them an input text field to type a file name into. Then you just combine all of that together as an argument for the CLI.
QUESTION
In my unity application, I need make little rectangular components with a string on them. However, I want the size of the rectangle to dynamically line up to the text inside it. This is the hierarchy in my prefab:
According to this article, I just need to add a content fitter to the canvas. I did that and set both horizontal and vertical sizes to "preferred", however apparently the width is just 0 (0 is getting printed out by my Debug.Log). This is my code. I think the issue might have to do with changing the render mode, but this is for a VR application so that needs to stay:
...ANSWER
Answered 2021-May-24 at 17:53I believe this should answer your question - if you have more issues with this implementation, just let me know.
Firstly, remove all code with resizing. Unity's component UI system is very powerful when used properly. Almost anything you would want to achieve with dynamic UI can be done using just components.
Firstly, your container holding the text should have a Horizontal Layout Group
or a Vertical Layout Group
attached to it. Turn off all toggle boxes except for Control Child Size
- Height
. Set the width of this container to whatever you want the width to be, the text will fill to this size.
Along with a layout group (you can choose either one, but as your text is vertical you can use a vertical layout group), you will need a Content Size Fitter
with the Horizontal Fit
set to Unconstrained
and the Vertical Fit
set to Preferred Size
.
It should look something like...
Now moving onto the text component, you can use a Unity.UI.Text
component or a TMPro.TMP_Text
component, either one will work. In this example, I am using the vanilla Unity.UI.Text
. Simply type whatever message you would like in the text field and your parent container should resize to the text field. If you are dynamically setting this text often, you might need to force Unity to rebuild the layout group of your parent object to rescale.
An example snippet of this could look like...
QUESTION
I am trying to create a connection to the Firebase Realtime Database by following this tutorial: https://medium.com/@rotolonico/firebase-database-in-unity-with-rest-api-42f2cf6a2bbf to understand how it works and modify as I go. However, I am getting the following errors (these are just some of the errors):
...ANSWER
Answered 2021-Mar-06 at 16:12I was able to determine the issue. It appears that although the instruction suggests adding the source folder in the assets folder of the Unity Project, I remove it from there and put it in the same level as the assets folder. That resolved the issue. Hope this helps anyone else who has encountered this issue.
QUESTION
I have a problem that I cannot input using the Stylus pen in Unity Android.
When the Stylus pen touches the screen, the first OnPressDown event is called, but then OnPressUp is not called, and all pen inputs are not operated afterwards. OnClick of Unity's UGUI Button is not being called either.
Pens that work normally in other Android apps, but the above problem occurs in Android apps built by Unity.
The pen is made in China, but the exact model is unknown.
Is there anything in doubt?
Please understand that the sentence may be awkward using a translator.
...ANSWER
Answered 2021-Jan-19 at 03:27I solved myself
The handling of pen input is included in the Input System Package supported in Unity 2019 or higher, so the problem was solved by installing the package.
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