I'm developing a menu using a-plane and a-entity with text attribute. It uses super-hand as controller. But I can't receive hover event when I link hover event on controller to receive event from a-plane, and vice versa. ¿Can you help me understand how it works?
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Is there a way to activate a trigger in Google Tag Manager once a class appears visible on the page after a button click?
For example I want this error to populate after the user clicks a call to action:
The error bar in the yellow does have a CSS class to reference but unsure of the triggers to use to make this happen.
Any help would be awesome, thank you!
You can use Element visibility trigger with CSS selector that match this class.
I have a Qt form, where I have a button and menu. For various reasons I can disable certain elements, e.g button or some actions in the menu.
Is there a way I could show a tooltip or when the mouse is hovered over the disabled button or menu item with an explanation as to why it is disabled?
I am using Qt 4.8.
Thanks!
You can set the tooltip dynamically based on the state of the QWidget or by simply toggling both at the same time. Upon disabling/enabling the widget from somewhere just call QWidget::setToolTip(...) with the QString you want the tooltip to display when hovering with the mouse over the given widget. For example if you have a public slot called toggleButton(bool toggleFlag) which toggles the enable-setting of a button you can do:
void MyWidget::toggleButton(bool toggleFlag) {
this->ui->myButton->setEnabled(toggleFlag);
this->ui->myButton->setToolTip(toggleFlag ? QString("Enabled wohoo!") : QString("Disabled because I like it"));
}
You can of course do also change the tooltip by calling QWidget::isEnabled() and act upon its return value. Since you haven't given any code I can only assume how you toggle your button(s) so that's all I can give you for now.
UPDATE: It was pointed in the comments that tooltips don't work with disabled widgets due not receiving mouse events. Both statements are not true (note that I have used the same tooltip message since due to lack of minimal working example I didn't want to write a whole new project from scratch and used an existing one of mine instead):
Hovering a disabled button triggers the tooltip
Hovering an enabled button triggers the tooltip
So I am having this issue with using Google VR reticle where I cannot click a button. I have an image attached showing the heirarchy and the PlayButton is what I am trying to click. The Canvas has a Graphic Raycaster, the button has an Event Trigger that calls the method to navigate to the next scene. The UpScrollPanel, and DownScrollPanel work just fine. The EventSystem has the Gaze Input Module, as well as Event System, and Touch Input Module.
Any ideas on how to get this working? I have watched a few videos from NurFACEGAMES and while they helped a little, I haven't gotten the click to work yet.
Oh, and I am using Unity 5.3.4f
Sometimes things can get in the way of the button, make sure that no other UI elements overlap it, for example text borders (which are actually larger than they appear). You can also fix this by moving the button up the hierarchy among its siblings, I believe the first child is top.
Also try moving the button up the hierarchy if possible, sometimes UI having certain parents makes them not work
The canvas object should have a graphic raycaster
I found the issue to be unrelated to anything I thought it was. The menu I was using is a prefab I also use in another view that isn't VR. The scrollrect was loading that prefab, instead of the modified one I was using in the VR menu, and therefore the triggers I had added to the button were no being used when the app loaded.
I have a videoplayer with a custom skin class. I want to override the functionality of the fullscreen button. When I add an click event, the player still goes into fullscreen mode. How can I prevent the fullscreen event from firing?
It turns out that if you change the id of the button to anything other than the default then you regain full control over the button.
I changed fullScreenButton to customFullScreenButton (below):
<s:Button id="customFullScreenButton" label="Fullscreen"
click="handleFullscreenButtonClicked(event);"
skinClass="FullScreenButtonSkin"/>
Have you tried calling stopImmediatePropagation on the event when your event listener gets called? That should stop it from bubbling, but I'm not sure if your listener will get it first. It's worth a shot though. Hope that helps.
I am new to flex and as3 and I need to create a workaround for a button issue. I don't know how to have one button created by one class send a click event to another item created in a different class
Therefore, I'd like to place both of my buttons on top of one another, alpha one of them out and have both buttons receive the same click.
Is this possible? How?
One button's click handler can dispatch another button's click event. See this: http://livedocs.adobe.com/flex/3/html/createevents_3.html