unity-ui | An Atom theme for a more native experience on OS X | Theme library
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kandi X-RAY | unity-ui Summary
An Atom theme for a more native experience on OS X.
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Trending Discussions on unity-ui
QUESTION
In the unity editor, it is possible to set the position based on anchor presets such as :
My goal is to be able to do this via code. The final result should position some buttons inside a parent panel element (one at top left, top right, center left, center right, bottom left, bottom right).
Now, I have managed to succeed partially by implementing a solution where I set anchorMin and anchorMax on the RectTransform as suggested in this post. Such as :
...ANSWER
Answered 2020-Aug-04 at 09:02I just made some code for this.
It's just test code. So it made very roughly but I think you can get the point. This code work properly only when AnchorMax == AnchorMin
QUESTION
Currently, ScrollRect
is extremely buggy when it comes to multi-touch on mobile devices.
If you try it out yourself, you will see that whenever you place two fingers on the screen, the content will jump around, and produce some unexpected behaviour.
Are there any solutions to this? Currently, this is the only solution I have found, but it is still buggy in some cases, and most importantly, does not determine the average input position (or MultiTouchPosition
) for all your fingers on the screen.
Here is my modified version of the MultiTouchScrollRect.cs
script from the UnityUIExtensions
bitbucket, but it jumps every-time I place my next finger on the screen:
ANSWER
Answered 2019-May-23 at 06:58Try this out (haven't tested):
QUESTION
At the moment I generate the meshes (3,4,5 vertices) for myself, I look for the vertices and generate the meshes.
My problem is that I want to generate meshes like this: https://en.wikipedia.org/wiki/Hexadecagon (and below: 15,14,13.. vertices) and I dont want to do this per hand. Is there a way or a trick, how I can do this with code? I used this: https://github.com/CiaccoDavide/Unity-UI-Polygon but I can not add colliders and get the actual mesh which is generated there.
...ANSWER
Answered 2019-Feb-11 at 18:48You want to fit your points onto a unit circle, and then scale if desired.
Given a number of vertices >= 3, the angle between each vertex is 360/(number of vertices)
e.g., for 5 vertices, each vertex must be 72 degrees apart.
Now, with a starting angle of 0 degrees, for each vertex, your x-coordinate is the cosine of your starting angle, and your y-coordinate is the sine of your starting angle. After each vertex, increment your starting angle by the above-calculated angle.
Here's some Matlab code which demonstrates what I'm saying for a polygon containing 13 vertices:
QUESTION
Recently, I have seen many posts about changes in Google daydream keyboard App. I have a login scene in my daydream app. Right now, I show that scene in non-VR mode, as I don't have a way to show keyboard in VR mode. Is there a way to use daydream keyboard in my Daydream app(VR mode), so that I can put that login canvas scene in VR mode? I have seen earlier post like this saying it can't be done till now. But now, as there are new updates, can someone please help me out?
...ANSWER
Answered 2017-Jun-08 at 11:14Yes, now you can use the daydream keyboard (used in YouTube Daydream app). The GoogleVR SDK now provides the prefab for the keyboard too. Download the GoogleVR SDK, under the directory Demos/Scenes, you will find the demo for Keyboard. Enjoy!!!
QUESTION
I've only just started to learn C# and Unity but I'm trying to get an image of a prefab so i can use it elsewhere in the game.
I came across the code here but truthfully I don't understand how to use it.
I've got my prefab, I added a canvas to it and then applied the code to the prefab but then how do i actually make it run?
I'd have commented on the original post but I'm not able to comment yet.
...ANSWER
Answered 2017-Mar-16 at 05:58One method could be to use a Camera to achieve this. You can move the camera around, and change the culling mask on the camera in order to decide what it renders, and in that way you can tweak it so it only renders the objects in your scene that you want.
To display that image, you can use render texture to get a continuously updating texture. If you need to get a single image though, you will have to write some code, and I'm not sure what the best approach is for that.
As for getting a PNG or any image I don't know how to do that, but the code you linked looked like it had a good explanation written on how to use it. I'm still not quite sure why you would want a PNG unless you want the user to have a saved image after runtime.
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