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Best way/how can I create a target overlay for 3d spaceships?

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[edit] Nevermind. Got help from somewhere else.

Yeah so I'm trying to create a basic target overlay for my spaceships. I don't even know where to begin, and perhaps my google fu is not very strong this morning but I haven't found anything relevant on google or the unity website search feature.

How would one go about this? I think it would be most helpful if the overlay were in front of the ships geometry rendering instead of some kind of UI screen space method. I believe I had something...

Best way/how can I create a target overlay for 3d spaceships?

[UI] Animate Fullscreen Panel from off-screen?

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I found it pretty straight forward to animate an element from off screen by simply changing specific anchor positions from 1 to 0, however this doesn't work if you want the element to stretch on more than one axis.

What is the best technique using the editor's animator tool to animate a panel that stretches width and height from offscreen to a zero coord?

Edit: After working with it for a few hours, it seems the new UI system goes against working with full-screen dimensions dynamically...

[UI] Animate Fullscreen Panel from off-screen?

Why do my UI images have no shader (rendering as invisible) when active in the hierachy?

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I'm on v5.6.3p1 and I've found sometimes my UI Image elements are invisible with no shader.
The inspector looks like this (the red box is where I'd expect to see the Shader info)
[​IMG]
The UI object in the scene looks like this
[​IMG]

The object is behaving as if it's inactive in the hierarchy (any UI image in the hierarchy has no shader info) but in this case, it's active so I'm quite puzzled as to the cause of this....

Why do my UI images have no shader (rendering as invisible) when active in the hierachy?

Missing Material from TextMesh pro Font sub asset

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When I finish creating a new Font Asset and save, the material in the sub asset is never present, always save with None (Material).
I have tried everithing and cant understand how to fix it.

CrossFadeAlpha and CrossFadeColor not working for Text Components.

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Hey everyone I did a brief test with Unity 4.6 and it seems that CrossFadeAlpha and CrossFadeColor aren't working in Text Components.

Can someone let me know if I'm doing something wrong or if this is indeed a bug and, in that case, I'll open the ticket.

Here is my code:

I added a text component and made it's alpha 0. Doing this I should be able to fade-in the text.

Code (CSharp):
  1. gameObject.GetComponent<UnityEngine.UI.Text>().CrossFadeColor(Color.white, 1f, true, true);
  2.  
  3. //This also...
CrossFadeAlpha and CrossFadeColor not working for Text Components.

Add more textfield on Scrolling View

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Hi guys,

I have a issue with Add more TextField inside Scroll Views. I tried with text and then it's fine. But problem with text field which dont work with my code. I really understand what problem happen. I need add more textfield if you click (Add) button again.

This is my code :

Code (CSharp):
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEditor;
  5.  
  6. public class BeginScrollViewExample : EditorWindow
  7. {
  8.     Vector2 scrollPos;
  9.     bool btnAdd =...
Add more textfield on Scrolling View

TextMesh Pro as Mask in Image UI Component

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Hi there,

What I'm trying to do is make a TextMesh Pro Mask in a Image UI component, but i just can't... Could you guys help me?

What i want to do is similar to the image HERE

Thanks =]

Copy Paste in UI Input


Instantiating UI Text in Vertical Layout Group (Need to have them on opposite sites)

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What up.

I'm instantiating text ui game objects in the vertical layout group.
One of them is supposed to be aligned to the right, and the other to the left.

I can do this if I set the width of the entire text gameobject to 100% of the vertical layout group box and just use the text align settings.

Text boxes have a content size fitter so anchors don't work.

However, I'd like to change the width of the chat bubble and if I change it to 50% let's say, they instantiate in the middle. Child...

Instantiating UI Text in Vertical Layout Group (Need to have them on opposite sites)

ScrollRect with Buttons

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Hi!

I have a ScrollRect with tons of button on it!

But, when the Mouse Cursor is over a button, instead of over the background, the Dragging of the ScrollRect and the MouseWhell does not works.

Is there a way to fix this?

Need help with UI scaling.

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I'm having a bit of trouble with the UI system. Never quite understood it. Can someone explain how I stop this from happening:

This is how it looks in the editor and it's also how I want it to look:

[​IMG]

Now this is what it looks like in full screen 1920x1080:

[​IMG]

This is what the button object looks like in the editor (while the game is not running):...

Need help with UI scaling.

Increase touch area of Button

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How do I increase the touch area of a button without changing the size of the image?
thank you.

Where to modify layout

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I want a constraint that binds the right edge of of a rectTransform to the left edge of its right neighbour.
When is the right time to apply this constraint? It shouldn't cause an endless loop of layout rebuilds.
Is there a callback after the layout process?

UI Circular Bar semi transparent

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HelIo, I want to make a circular bar with semi-transparent ends like this

View attachment 246949

I've tried faking it with a mask using fill image and then rotate the entire bar on some vector3 but then i realised that this works only with basic color and I want to use textures onto it and it's not the effect that I want. I'm thinking about a shader but i don't know how to write it by myself.
PS: I'm using the new ui system from unity 5.

UI Slider Jump to Click

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Simple question, is there a way to have the built-in UI Slider jump to the mouse position when clicking anywhere on the slider, or does it only work with drag? :S

Snappy UI movement?

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I'm working on a simple window system and I tried making a the window movable like this:

Code (CSharp):
  1. public class FileBrowserTitleBar : MonoBehaviour, IBeginDragHandler, IDragHandler
  2.     {
  3.         private Vector3 previousMousePosition;
  4.         private RectTransform window;
  5.  
  6.         private void Start ()
  7.         {
  8.             window = GetComponentInParent<FileBrowser> ().GetComponent<RectTransform> ();
  9.         }
  10.  
  11.         public void OnBeginDrag (PointerEventData eventData)
  12.         {...
Snappy UI movement?

How to write text from Left to Right?

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Hello,

I am trying to write text in Hebrew, But there is a problem. Unity allows me to write text in direction from Left to Right, But I can't write from Right to Left. And I can't to do something good with the code, Because I think It is impossible.

I'm talking about the Text Component which located in the Canvas game object (The new UI which released in Unity 4.6).

I can't finish my Project ):

Any ideas?...

How to write text from Left to Right?

Justify Text?

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I have never needed this function until now, but I have just realised there is no Justify in the Unity UI for Text.
I may be wrong about this and have just not found it but I was hoping someone would be able to shed some light onto this, whether there is in fact a Justify Text setting or not, or if there is any workaround to trigger it.

For those who do not know what Text Justification is, please read here:
http://en.wikipedia.org/wiki/Typographic_alignment#Justified...

Justify Text?

After update, TextMeshPro components no longer available

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Greetings,

I have installed TextMeshPro (already the free version) a while ago on a pre-2017.1 Unity version, and am using it in my project (DLL name is TextMeshPro-1.0.55.56.0b9.dll). Now I have recently upgraded to 2017.1.0f3, and today I noticed the MissingMethodExceptions that were reported here, i.e.

Code (CSharp):
  1. MissingMethodException: Method not found:...
After update, TextMeshPro components no longer available

Android: Poor Performance w/ Large Images

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I'm working on a App (not a game!) built with Unity, and it consists of a number of full screen panels.

Testing with a 2013 Android Nexus 7, I've noticed that performance drops extremely quickly as I stack full screen images. I think this is somewhat related to a poor fill rate on the Nexus 7, but uGUI shows much worse performance than Sprite Renderers.

I made a test scene, where I stack a bunch of fullscreen images on top of eachother, and compare the performance of ugui's Image vs...

Android: Poor Performance w/ Large Images
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