Unity3d 4.6 GUI - Button On Click script dissapears from prefab - button

I am using the new Unity3d 4.6 GUI Beta. I have created a canvas and attached a button to the canvas. I have attached a script to an empty game object with a method in it to be used by the button. When I click the button everything works fine. However, if I turn the same canvas into a prefab, when I instantiate the prefab the "On Click" portion of the button becomes empty and the button no longer functions. I also tried making just the button a prefab instead of the canvas with the button as its child and it was the same thing. I am really hoping someone knows how to make a button prefab where the button still works.

You can get around this like I did - I ended up adding the button listener manually in code (see below). Just make sure this is executed when your prefab is instantiated. The "UI way" to do this that you were trying seems broken even in the latest Unity client.
var buttonTransform = this.transform.FindChild("Button");
_buttonScript = buttonTransform.GetComponent<Button>();
_buttonScript.onClick.AddListener(() => Flip());
There is more info on this issue on the Unity site, http://answers.unity3d.com/questions/794720/on-click-paramaters-disappear-from-button-prefab.html but I couldn't find a corresponding issue logged with their team.

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QtWebAssembly - Push button does not work

I am new to QtWebAssembly. I am trying to build a simple app "Hello World" as a starting point to understand. The app contains a push button and when it is clicked a qlabel with text is set to visible using slot.
When i build and run the app, my firefox browser runs and opens a page as shown below:
ex-app
But, i am not able to access the button or the button is not working.
I am working on OS - Ubuntu 20.x
I need an helping hand on what i am missing so that when I press the button the qlabel should be visible.
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Bhimesh G K

Daydream keyboard implementation

I am attempting to implement the Daydream keyboard into an app built in Unity and am not able to get this to work. I have added the keyboard prefab as a sibling of the main camera and added two input fields with the onpointerclick function added as instructed. I however get a null reference exception and assume this is due to the daydream keyboard delegate field being blank. The example scene in the SDK shows the daydream delegate example prefab but I am unsure how to implement this for two input fields. Also does the keyboard render in the Unity editor or must it be built and run on a phone?
This is an old question and has probably already been answered, but I figured I'd publicize my answer anyway.
For those reading, if you haven't checked out the Keyboard Demo scene that can be found within the Demos folder of the Google VR Unity package, I would highly recommend doing so. Following this object hierarchy has worked for me in the past.
To answer your first question, it seems that they have included a KeyboardDelegateExample object within the scene's hierarchy, and then used this object as the Keyboard Delegate in the GVRKeyboardManager.
They manage to fake an Input Field by creating a background and overlaying a Text object on top. If this method does not suffice and using an Input Field is crucial in your particular case, then drop your Input Fields into two separate GVRKeyboardCanvas objects.
Clicking on either canvas will activate the GVR Keyboard. You may have to add a small script to manage the transitioning of the input field.
Lastly, no the GVR Keyboard does not render in the Unity Editor, it only appears while running a build. Hopefully this will be addressed in later releases. There are also Keyboard plugins that you may find useful on the Asset Store.

Google VR Reticle Click on UI Button

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.

How to make a slide up modal page in Meego?

I'm developing an app which works more or less like the Notes app. When user click the + button a modal window with TextEdits is to be slided up,just like the Notes app did. However I was unable to locate any resource mentioning this kind of thing. Any clues?
I think you are looking for the QML Sheet element. You will need to implement the TextEdit part yourself.

Qt negative button not working

In my Qt symbian app, I have over ride the negative exit button with back to come back on main screen and then again over ride it with exit to close the app, my app is working fine on emulator but when I test it on device it shows exit button instead of back, some time it shows back also but if I go to the same page twice then again it start showing exit button, frustrating part is that app is working fine on Qt emulator but not on device. Does somebody knows whats the problem is. I am using
back->setSoftKeyRole(QAction::NegativeSoftKey);
this->addAction(back);
to over ride the exit button before loading the screen and
back->setSoftKeyRole(QAction::NegativeSoftKey);
this->removeAction(back);
to removing back button when coming back to mainWindow.
Create vertical layout and Widget which You will add on scrollarea with parent as that class this e.g
QVBoxLayout *vlay = new QVBoxLayout(this);
QWidget *area = new QWidget(this)
And add widget to it
This will make it child of parent class.
works fine for me.
I think adding and removing QAction objects here and there is asking for problems.
You should try to redesign your application to use a QStateMachine to handle transitions between states.
Take a look at the introductory documentation here.
Refer this LINK for custom softkeys..
QAction* myAction= new QAction(tr("My Action"), this);
myAction->setSoftKeyRole(QAction::NegativeSoftKey);
addAction(myAction);

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