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.
Related
I'm looking for the most concise way to deal with focus in an application which renders a map in a canvas component. You can pan the map location using arrow keys or ASWD keys. So far, I've been giving the canvas focus at startup and handling key pressed events via canvas.setOnKeyPressed().
This works fine, but I've always known that a problem was on the horizon when other components enter the picture. Once you interact with another component, it gains focus, and you're unable to scroll around the canvas map. I can prevent this from happening with some components like Hyperlinks or Buttons (I don't need tab-navigation) with something like this for those components:
sidePanel.getChildren().forEach(node -> node.setFocusTraversable(false));
But, when we get to things like TextArea or TextField, those do need to hold focus while they're being edited. And I'll need some way to return focus back (or at least unfocus those components) without being an annoyance to the user. (I don't want to have to click the canvas for it to regain focus.)
The options I see for returning focus back to the canvas after the user is done with those fields seem to be:
Add a key handler (ex. ESC or ENTER keypress) on EACH of these components which returns focus back to the canvas.
Maybe not so concise, and a bit of a pain... also feels a bit fragile; if I miss something and the canvas loses focus, it would fail - I need a 100% reliable solution.
Extend each of these components and add similar code to return focus back to Canvas
Even nastier and requires using custom components in Scene Builder, which
is not ideal.
Add a global event handler on the Scene and transmit events to the controller which owns the canvas
I believe an event filter would accomplish this - but on the other hand if the user is simply using arrow keys to move around a TextArea, I wouldn't want the Canvas map to move!
To solve the above problem, possibly the global event handler could ignore ASWD and arrow keypresses if the focus is on certain types of components? Is this worth trying, or am I neglecting a problem this would create?
Are there any other simple options out there that I've missed - and what would you suggest as the best option here? I'd like an automatic solution that doesn't require remembering to add some workaround code every time a UI component is added.
I can't get my code to work to trigger a function upon a click event. Both on desktop or mobile chrome browser it doesn't work. If I enter to inspector mode I recognize that in a small area of the object I can click it and it will triggered, but if I leave the inspector (strg+alt+i) it doesn't work. it seems to me that something will not hit the right point to trigger the event. This makes me crazy.
I hope someone could give me a good hint to solve my problem. thanks in advance.
My code is online testable under https://glitch.com/~ede21-arjslocationtutorial
I did not try to edit the code but I think the problem comes from your cursor and raycaster properties. They should be on a camera entity, not on the a-scene entity. A-Frame creates a default one but you can create it yourself and set this properties. The cursor will change when you hover the entities, then it should work properly ;)
How do I combine teleport controls component with the thumb controls component?
I managed to get thumb controls to trigger some boxes, but how to I combine thumb controls with teleport controls so that pressing up triggers the teleport?
I got thumb controls working here http://typhoon-rule.glitch.me
In the first example the left thumb click will trigger the box entities to animate.
Side question: why is it that the second animation waits for a second click sometimes, while other times all the animations happen at the same time?
So in the next example which you can see at http://silly-diver.glitch.me I tried to combine the thumb controls script and the teleport controls script into a single script “./script.js” and I tried to replace thumbdown with thumbupstart in every instance I found it and of course that didn’t work at all.
At one point I had teleport working, but not with the left click, with any click, and it caused a second controller to appear.
At this point I am writing a new question because I can’t get anything working anymore and I’m totally not knowledgeable enough to solve this on my own today.
Please help!
https://github.com/fernandojsg/aframe-teleport-controls#properties
Should be like: teleport-controls="startEvents: thumbupstart; endEvents: thumbupend"
I need on my form ordinary widgets (e.g. buttons) do not react on mouse clicks but NOT to be disabled (it change look to grayed one -- not good).
I wonder is there some neat small hack for this?
You could stick in an event filter and filter out the mouse events before passing the remaining events on for processing, but I'm not sure that not giving the user a visual clue that certain elements are effectively disabled is such a good idea.
You could try using style sheets to control how the disabled mode of the buttons in your form get styled. Unfortunately I'm not sure exactly how to do that but you could have a look at the style sheet docs to get you started.
I have a bit of doubt regarding my application which is being created using Mate framework. The first thing user has to do is to log in, so I created Login.mxml view. After a successful login I need to display the main view with applicationControlBar at the top and a workspace below. At the moment I have two separate views, so if I understand correctly it makes sense using ViewStack.
Thing is, I'd like also to display some kind of panel with buttons on top of the workspace after login - here is screenshot. After clicking on a button the panel should dissapear. To complicate things a little bit more, there is a possibility for this panel to change state. Clicking on a specific button may result in showing progress bar at the bottom of panel.
I feel I should create separate view, MenuDialog.mxml and put there buttons, progress bar and states, but how to display it on the top of the workspace? I hope my problem is clear enough :)
I would make the panel a popUp, with the main application (or the ViewStack's parent container) as the parent of the popUp. You can use the PopUpManager Class to close it based on user actions within the Panel.
Assuming that perhaps you do not want a modal login style panel (which many apps these days eschew) then you should absolutely use states rather than ViewStacks.
States are a much cleaner way to distinguish the various, uh, states that your UI can be in -LOGGED_IN, LOGGED_OUT, etc.
It may take a little to get used to working with states, but once you do, you'll never go back. :-)