#📲┃ui-ux

1 messages · Page 36 of 1

molten hill
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Ging you just neeed to check all elements inside button and remove Raycast target from not needed or all elements below the button and remove Raycast target if they overlap your button and blocking click.

plain plank
mortal robin
low pike
cinder inlet
white stag
#

Don't know if there's another channel for this type of question but I'm not sure what the issue here is.

Basically, I'm importing a .PSB from photoshop to Unity for some backgrounds, But I have to turn them from Sprite Renderer to Image as they are used in the UI. No real problem right? Well except that the order in layer on the Sprite (Which is taking into account the order that they were in on the photoshop file) is not something you can do with an Image component, and they are being sorted alphabetically rather than by layer order, so when i replace the Sprite Renderer with an Image Component, the order they are in is all wack.

TL;DR
Is there a way I can import PSB files in a way that doesn't sort them alphabetically into Unity? Or alternatively, sort a bunch of game objects in the inspector by the Order Layer they have?

low pike
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UI is sorted by hierarchy order. From top (first) to bottom (last).

How this is affected by a PSB file, I dunno, never used one.

slender viper
white stag
#

what im trying to ask is can I sort the order of a group of objects by the order in layer they already have? Because PSB files retain the order they had in photoshop, but sort it alphabetically, so when i add an image and remove the sprite (which holds the order in layer) they are no longer in order

slender viper
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I'm unsure. Maybe it's in the import settings? I know FBX files have a setting to disable the alphabetical sorting.

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But it wouldn't surprise me if this were simply a missing feature

white stag
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where would |i find import settings?

slender viper
#

In the inspector, with the asset selected

white stag
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Hmm, I can keep the layer folders I may have made in photoshop but the order is still alphabetical afterwards

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ah well, time to manually rearrange them all

vapid wolf
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hello everyone, I am looking for ways to curve my UI to give a concave glass effect to my camera. I am currently using screen space UI and TMP for my text, any ideas on how to implement this?

quartz whale
#

any idea why the text is wrongfully showing on top of the stats canvas in scene view, whereas in game view it works as it should?

quartz whale
#

(the play, stats, settings, quit text)

steep warren
#

are they perhaps going through separate cameras (whose layering may not be represented in scene view)

mortal robin
quartz whale
quartz whale
#

I'll give it a quick restart maybe it's just Unity bugging again

quartz whale
low pike
quartz whale
soft sail
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It's been a minute since I messed with Unity UI and I'm having trouble figuring out how to specify a percentage of area a layout group (Horizontal) element can take up. I would assume that expanding out all elements then using layout elements and specifying their flexible height/width would be the idea, but I swear half these properties use some arbitrary values to determine the space these elements occupy.

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Ideally I'd just use anchors to specify the space, but there's one large problem using them as is and it's that when these elements are resized. Using 9-spliced images for the boarders will resize themselves along with the ratio, so there needs to be some pixel offset that these layout groups do seem to resolve.

soft sail
#

Minimum and preferred sizes are defined in regular units, while the flexible sizes are defined in relative units. If any layout element has flexible size greater than zero, it means that all the available space will be filled out. The relative flexible size values of the siblings determines how big a proportion of the available space each sibling fills out. Most commonly, flexible width and height is set to just 0 or 1.
Bullcrap

soft sail
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Ok, figured it out the secret combination. Layout group needs to control the child, but if you expand out the area it seems to ignore/break if you do use flexi properties. However, preferred w/h also seems to cause problems with it so having a inner child text-mesh seems to break it further so I'm not too sure about that.

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Ok, next question:
https://i.imgur.com/ndSOa01.png
https://i.imgur.com/5zbRkEN.png
When aspect ratio changes from a landscape to portrait, how do I prevent the bottom elements there from extending downwards? The anchors do follow the logic of keeping that 30% of w/e space, but I guess that's probably not what I want? I just want that absolute area and expand the elements above

soft sail
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Alright, so I guess the idea is I actually don't always want the 30%, so again the flexi stuff would be useful here

urban aurora
#

everything else can fit into it for some reason, but not my health set

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health set inspector is there to see, its all ive messed with so far

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realized i accidentally put the component on the healthset and not the bar

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im a dumbass

brittle radish
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Whats the name for the thing circled in red?

low pike
#

anchors

dusty grove
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Hey guys, I bound a TextField's Value to a Scriptable object's field using To Source On Source Change but the ScriptableObject does not change values when I type in the TextField. I tried googling it but havent found anything so far

mortal robin
dusty grove
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To Source == Binding Mode

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On Source Changed == Update Trigger

mortal robin
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Isn't this exactly the opposite of what you want?

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oh sorry you said To Source

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my bad

dusty grove
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yea

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was about to say 😭

mortal robin
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But you said "onSourceChanges"

dusty grove
mortal robin
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don't you want "OnTargetChanged"?

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IDK if that exists

dusty grove
mortal robin
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but On Source Changed implies that it would happen when the SO data changes.

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You want when the UI changes

dusty grove
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but theres no such option

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  • When dirty
  • On Source Changed
  • On Update
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I tried when dirty but it didnt seem to work either

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ill try again

mortal robin
dusty grove
#

Nope

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not even on update works

mortal robin
dusty grove
#

mightve configured something wrong

dusty grove
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public class UIDataHandler : ScriptableObject {
    public string levelGoalText = "Ipsum";
    public string name;
}

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name is the one that gets set

mortal robin
#

so maybe the property your variable is hiding is the one getting set and your variable isn't?

dusty grove
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(name is a placeholder name I changed it to here)

mortal robin
#

see what happens if you change name to something else perhaps

dusty grove
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(actual var name is distinct)

mortal robin
#

Not sure then

storm yarrow
#

I'm working on a Canvas UI shader dissolve effect (in the rendering channel, see https://discord.com/channels/489222168727519232/1409826186695278602) and came across an issue I didn't understand.
When applying the shader material to the relevant UI elements and adjust the _DissolveAmount over time - some images change with modifying image.materialForRendering, but others change with image.material. Why is this? Is there some underlying issue needing to be fixed? Is it fine just to change them both?

buoyant cliff
#

Hello.
I am using a vertical layout group and a horizontal layout group to create a terminal-like game in Unity Editor.
I have it so the tmp text element width expands to hold content.
Whether I use ContentSizeFitter or Horizontal Layout group for this, when I enter text in the box, the text box behaves like this:
[Hello]
[Helloooo ]
[Helloooooooo ]

This behaviour shows that the space between the text and the right-side textbox boundary increases in whitespace the longer it becomes.
I am not understanding it.
I have been trying to have it so that it only ever remains the same size as the text inside it.
Could this be because of the default font liberation sans?

Edit: Fixed - the issue was the default font LiberationSans padding 🙂

viral blaze
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The Image has a width of 100 and the Input Text has a width of 100... Why are they not aligned at the end?

steep warren
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like i said before, you need to provide more info

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what image are you referring to

viral blaze
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The image is the black/gray sqaure

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Here, I'll made it red:

low pike
# viral blaze

The yellow box on TMP is the margins. These are visible when you expand the 'advance settings'

You do not want to change those, usually.
When working with UI you should use the UI tools... press T to swap to them

viral blaze
low pike
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both widths of what?

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Are the scales of all elements 1,1,1 ?

viral blaze
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Ops, no... but, now its even more puzzling:

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Red image has width of 100. Ok, maybe the second dot is 100.

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Let me play with it now... Thanks

buoyant cliff
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The TMP Text issue with the box expanding wider than it's content has been fixed.

The InputField is challenging, as it does not play well with the TMPText when it comes to layout groups.
The TMPText behaves perfectly, and it even pushes the InputText (InputField) further horizontally depending on the content that it contains - which is what I need.
This InputText, I need it to take up the remaining width comparing the size of the DirectoryText + InputText.

Am I missing out anything? Not understanding full the issue here <.<
Just need InputField to see the remaining width of the parent container and stretch to it. Using horizontal stretch doesn't work with the layout group strangely.

low pike
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when you create an inputfield, it has a tmptext as a child.. changing the inputfield size changes the tmptext child automatically

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show a video/ screenshot of your problem, because it's difficult to follow written

steep warren
#

those aren't screenshots

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screenshots are fine, those aren't

buoyant cliff
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Sorry I was being lazy capturing from mobile phone camera previously.

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InputField scaling horizontally across the rest of the line would be perfect. Which would also work for instance, if one were to maximize the terminal window to scale with it

low pike
#

tick 'child force expand' width

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on the 'commandcontainer'

buoyant cliff
# low pike on the 'commandcontainer'

Cheers. It splits DirectoryText and InputField half each horizontal size. This is good.
I would like so that they only take up the size of their contents 🙂

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Sorry I mean the directory text does, and the input text takes the rest of it even with no content. Or similar to how a terminal works realistically in this way

low pike
#

my tea is ready now, and then off out.. try unticking 'control child size -width'

buoyant cliff
#

Appreciate your help. Like these examples:
user@user-computer:~$ testinggggggggggggggggggggggggg
bruce@bruce-enterprise-systems:~$ testing

Trying to make it like a terminal behaves
Even if InputField doesn't have to take up the rest of the horizontal width, it would be perfect with it expanding depending on content like the tmp text DirectoryText does hehe. Cheers! 🙂
Then can work on the vertical part of it.
Or any better suggestions please recommend.

dusty grove
#

I HAD TO REMOVE THE BINDING AND REDO IT FOR SOME REASON

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this doesnt only help with labels

buoyant cliff
zenith stream
#

Hey folks, I've got a question that i can't find a good solution to. What is the proper way of implementing expand menu's in unity ui?
I've tested a lot with layoutgroups & content size fitter, but i have the problem that the layout won't update correctly after its content size changes (i do it by setting the content gameobject active / inactive). I found a workaround by calling LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform); on every rect transform & parent transform that gets affected by the layout change (not really optimal because i either have to statically define those rects or search the them dynamically in the scene many times. However, i now have a situation where i have multiple expand menus layer in eachother that are generated dynamically. This makes it a pain in the *** to update everything correctly when working with prefabs. Is there another (more elegant) solution to implement such a thing?

tribal latch
#

usually layout groups + content size fitter don't go together. Your content size fitter should show a warning if you're doing it wrong, do you see any of those in the inspector?

zenith stream
#

Actually, you're right, there is a warning that i somehow managed to ignore until now, i will lookup how its actually meant to be used, thanks a lot

daring zinc
#

@low pike where's the image component option

low pike
#

!learn 👇 do UI tutorials

onyx flowerBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

buoyant cliff
#

If I set InputFields line type to multi line and give it a ContentSizeFitter with vertical preferred size, the text jumps up a little when I click enter for a new line.
It is set to top left anchor.
The parent of TMP Text and this InputField has a vertical layout group.
How do I make the InputField text go to next line smoothly, like the TMP Text?

safe glen
#

Hey all, having a bit of bother with making text not overlap one another, seems to only be a problem with exceptionally long messages like this one, any tips?

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btw this is like a pseudo console log so that error isn't real :0)

ionic beacon
#

You have to decide what you want to happen when there's not enough room for all the text. For example increased area, smaller font size, scroll bars, paging, cut and show full text on mouse click/hover, etc etc

safe glen
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Well I have a layout that allows for enough text before it cuts off the screen and then I just remove that object, I think I'm really just trying to wrap my head around how I could make the separate text boundaries recognise one another and fit appropriately

manic spruce
#

Hello, I'm having an issue with my card's display panel.
It's performing erratic behavior, such as having a card jump from the third slot to the 4th for no reason.
See below.
I've already checked to see if it's a coding issue and it is not. the final screenshot is my current set up for the panel

manic spruce
#

I found a fix, setting this to fixed makes it work. I guess the UI system is finding that the preferred size is better/different after the 5th edition? I dunno

vapid edge
#

In my code, I'm using this little trick to scroll the material on my image, however, when I attach a mask to the parent object, it stops scrolling
Directly modifying image.materialForRendering simply makes the whole object disappear...
Any ideas how to make masking work in this situation?

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and yea I'm aware I'm making plenty of material copies in my scene with this code. It wasn't written by me, it's up for optimisation later on, or never cuz it's a gamejam

mortal robin
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(can be optimized by reusing the MPB, but as you said it's a game jam so...)

vapid edge
#

tried a few namespaces, nothing is suggested by vscode either

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MaterialPropertyBlock IS recognised, just not the get/set

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doesn't seem to be a typo either

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or at least nothing proper seems to be autofilled, plus I copied from the documentation

vapid edge
#

but yeah Image.CanvasRenderer seems to be a renderer, according to vscode

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so I'd hope so?

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or perhaps not, huh, I must be being silly

vapid edge
mortal robin
vapid edge
mortal robin
#

probably with a custom shader

soft wedge
#

Does anyone know why I cant press my button after I switch between panels in game

hot jolt
#

When I enable background my letter prefab which is W in the first screenshot becomes invisible. What is causing that?

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My canvas settings

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Also my letter prefab if its any help

ionic beacon
#

Screen space canvas is always drawn on top of non-UI elements. The background can't be in the canvas if you want it behind normal gameobjects

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Game elements like the background and the clouds shouldn't be UI anyway

hot jolt
#

Uh. Okay but how else do I display them

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if not under a canvas

ionic beacon
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The same way you display the W letter

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Actually no, now that I look at it the W is also a UI element

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If you want everything to be UI then put the W in the same canvas as everything else. But it's not a good idea to use a canvas in the first place

hot jolt
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So I just create the objects with sprite renderer and place it where my camera sees?

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Sorry I havent done much UI work to understand it

ionic beacon
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Right. (The point being that they shouldn't be UI at all.)

hot jolt
#

All right so Ill just make them game objects with sprite renderer and sort their orders.

alpine glade
#

for some reason toggles are blurry

ionic beacon
#

Show the inspector of the text element

alpine glade
low pike
#

For some reason, Toggle still uses 'text' instead of TMP. Delete the text component from the 'Label' game obejct and replace it with a TMP_text

orchid vale
#

tried following a tutorial but it seems like the menu itself wont scroll

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this is the 2 minute tutorial that I followed

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not sure if major difference though between Unity 6.1 and 2022

low pike
stone pollen
#

If I try to use arrow keys or wasd to navigate between my buttons, i have to press sometimes 2 or 3 times a button to move to the next button with a explizit Navigation.

This only happens on keyboard. On gamepad it perfectly works no matter if I use the Dpad, Left- or Right-Stick.

Is this a Engine Bug or did I miss something?

mortal robin
stone pollen
# mortal robin sounds like a bug unless you've configured something strangely

I cant figiure it out why thid happens and why gamepads just works perfectly fine.

But If I would guess, I would think its a Engine bug, because maybe wasd and arrow keys are not the common way what button navigation was made for.

I also tried to let ChatGPT 5 analyse my code and screenshots from the inspector, but he also have no serious clue.

I use Unity 6000.1.15 at the moment.

winged onyx
#

Hi, is it possible to make a screenshot of camera view and save it to siplay somewhere else in the game all during same runtime?

low pike
#

don't know what 'siplay' is, but yes.. it's possible to take a screenshot of gameplay during runtime.

slender viper
#

I had a similar issue a while back. Turns out it was a hardware issue- one of my input devices was giving bogus input all the time.

twilit bramble
orchid vale
#

Unity 6000.1.12f1
tried googling some solutions/scripts on how to make a button only work if the visible part is touched... but haven't really had any luck so far.

What might be the best way to approach this problem?

high walrus
#

just wanna confirm one thing, when i use world space UI canvas, the "size" there will no longer counted by pixel, but same as transform scale right? 1 to 1meter

low pike
#

For me, it's easier to keep the width/ height values close to what they would be for screenspace. Easier to swap between diff types of UI for your mental work, and easier to change a world space back to screenspace if needed. And to copy / re-use UI from one to the other with minimal/ no changes

high walrus
#

i think i will work on the scales instead👍

high walrus
#

so i make either parent canvas and all of its children with the size of 1920x1080 , and children scales down to very very small

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float should be enough to handle the precision lol

low pike
high walrus
#

ty👍

twilit bramble
vocal tide
#

why I see the text of the InputField blurried ?

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I want the reference resolution 1080 x 1920 but I change it in screenshot for test

ionic beacon
#

Because you have it zoomed in 4.3x

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Change the scale back to 1x and make the input field bigger

vocal tide
#

is correct the render mode screen Space Overlay ?

hushed heart
#

hey guys, alot of tuts i am seeing are old unity and say when making a canvas UI , to switch to 2D view for a nice head on view to edit the canvas but that option is now gone ? is there another fast way to do this or is everyone just doing it in 2d and dealing with it

hushed heart
#

good to know where can I find it please

tribal latch
#

enable view options on the bottom bar you see in that window

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you apparently turned almost everything off

hushed heart
#

oooh!

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champ

#

thanks. youd be suproised how hard it is to answer simple things like this woult asking someone . ai / google was useless. thankyou again

hushed heart
gaunt crypt
#

Hi Everyone, i'm new in this discord. I'm working on a rpg game with a futuristic environment, and i'm getting crazy searching tutorial for UI and some specific needs of mine. I would like to learn how to create background 3d background patterns and 3d UI, on the style of death stranding (clearly as a indie developer), do you know any places or platform where i can find and learn some basic and advanced knowledges of ui for unity?

proud sandal
gaunt crypt
#

Thank you man

proud sandal
#

and just to save you some confusion: you cannot make death-stranding like UI with "UI Toolkit"

gaunt crypt
#

ok... can i ask you why?

proud sandal
#

because its a 2D framework that has no concept of perspective or depth, you can 'hack' around that with great effort, but its nowhere as 'native' as using the Canvas UI, which is made for that kind of thing.

gaunt crypt
#

neither with world space ui?

proud sandal
#

world space rendering doesn't change the fact that the whole thing (toolkit) has a 2D metaphor

gaunt crypt
#

screen space canvas

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i don't get it

proud sandal
#

do you know what the difference between 2D and 3D is?

gaunt crypt
#

yeah ahahaha

proud sandal
#

so what don't you understand?

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if you don't have a a vector3 in your UI framework, how do you plan to do 3D in that framework? you wont, you will compose 2D things in a 3D space that the framework has no concept of

gaunt crypt
#

that if you have the possibility to place ui elements on 3 dimensions you can exploit the axis to make perspective. However i didn't mean the 3d ui of death stranding, just the background effect and ehnancement. Sorry for bad explanation

proud sandal
#

in any case: use canvas UI, its is MADE FOR YOUR USECASE

gaunt crypt
#

yeah yeah

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ty man

plain plank
high walrus
#

so what happening here is im creating world space UI objects

  1. each of these objects are located under a world space canvas (parent) with size of 1920 x 1080 (my UI fixed resolution reference) , custom scales

  2. all of its children are defaulted to 100x100 size, with scale of 1

spiral inlet
#

my UI disappears after some time with no reason

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This usually happens when I hide Unity

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To restore everything, I need to restart Unity without saving.

low pike
# spiral inlet my UI disappears after some time with no reason

This is unlikely to have an affect on that issue, but it's good practices regardless.

1- Press T and use the UI scene view tools.
2- Keep the scale of all UI to 1,1,1 -> changing the scale will most likely lead to problems in the future (things not scaling/ resizing correctly). Use the width/ height fields to set the size of things.

The scale shown in the screenshot is uniform (all the same, 3.1, 3.1, 3.1) so it should be ok.. but changing the scale just leads to problems if you're not diligent about it.

spiral inlet
low pike
#

The very first thing I said was "unlikely to have an affect on that issue"..

spiral inlet
#

I'm just saying it didn't help. I'm not judging you.

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I noticed that when I press the F button on the disappearing letters, I am teleported to coordinates 0, even though the position in the letters themselves is the same.

low pike
#

What version of Unity are you using?

spiral inlet
#

6.1 (6000.1.9f1)

spiral inlet
#

somthing fixed!

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I figured out that it's *GameObject * **__Content __**that changes the coordinates. But I don't get why

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mb i did something wrong in Image?

low pike
#

I don't see you click on the content gameobject at all in that vid

spiral inlet
spiral inlet
# spiral inlet

Shit. You cant see my context menu, but i copy Image/gameobject position and pste in Content

low pike
#

The only thing that may be causing an issue is the Y pos, it says NaN (Not a Number) .. change it to 0

low pike
#

and then at 27 secs.. something moves and changes the x/y pos..

spiral inlet
low pike
#

ah, understood

spiral inlet
#

The most interesting thing is that this problem did not exist before; it only appeared today. catcry

spiral inlet
low pike
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Did you setup this scroll on your own?

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rather than just doing -> rmb -> create -> UI -> scroll

spiral inlet
low pike
spiral inlet
#

1:53

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i can delete this stupid elastic effect, but it was funny

low pike
#

there's a very important step at 1:42 you haven't done.

spiral inlet
low pike
#

your text got messed up when you put the content object as a child of the scroll?

spiral inlet
low pike
#

you've done something wrong then - possibly the scale

spiral inlet
#

I also noticed that when I return the Content back, the text stops rendering, but I think I found the issue. This may help someone.
TextMeshPro>Extra Setting> Margins

First screen its normal state
Second broken

spiral inlet
low pike
#

they get change often because you're not using UI scene tools (T), so you resize the yellow square you can see in the scene - that yellow square is displaying the margins

proud sandal
#

Disable the raycast target checkbox on graphic components that aren’t interactive

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you cant have it both ways

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you can forward the raycast manually though, but that means you need to make custom ui components

edgy atlas
#

noob question here: I added a button to my UI, how to do I change the word "Button" to what I want?

steep warren
#

the button will have a text child

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you can edit the button's text there

edgy atlas
#

thanks

maiden turret
#

Hey everyone, I have a triangular sprite that I want to use as a button, problem with it is that because all images and gameobjects have a rectangular transform it also registers the transparent part of the image as the button, how can I make it so that only the opaque part of the image calls OnClick() of button ?
refer to the diagram for a better visualization

mortal robin
#

and alpha is transparency

maiden turret
mortal robin
mortal robin
#

Oh you need to check this "use sprite mesh" box too

maiden turret
maiden turret
mortal robin
maiden turret
#

Tried that, still the same.

mortal robin
#

not sure I understand the issue, you want to make UI not block raycasts, but you don't want to turn off raycasts on them?

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What's the use case

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You can use the blocking mask on your graphic raycaster, maybe that's what you want?

low pike
maiden turret
# mortal robin try enabling read/write too on the texture

Wanted to post an update in case you were interested, this answer from @elfin lark solved the issue. You can view the whole post in Brackeys' server.

https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.UI.Image.html#UnityEngine_UI_Image_alphaHitTestMinimumThreshold

public class ExampleClass : MonoBehaviour
{
public Image theButton;

// Use this for initialization
void Start()
{
    theButton.alphaHitTestMinimumThreshold = 0.5f;
}

}

high walrus
low pike
#

you can have two raycasts, that interact with different layermasks, no ?

high walrus
low pike
#

no idea about that

high walrus
#

because when u tap once , or using mouse to click once , theres only one raycast , casted right? and then its blocked by the overlay UI?

mortal robin
mortal robin
high walrus
#

thats why i cannot disable the raycast of the UI that i need to disable

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i think i need to do extra raycast , or making world space object to actual 3d object , and then use physics raycast

mortal robin
#

what kind of input control of the character are you talking baout

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on screen controls?

high walrus
#

i put all virtual joystick and button into a separate overlay UI

all world objects have their own independent UI

there are no main(root) canvas or root canvas in my project

mortal robin
low pike
#

@mortal robin

Seems like full screen input so you can touch anywhere to get the floating joystick. But also needs to touch "through" that to touch world space UI

mortal robin
#

I guess I'm confused because when would be a scenario where you are touching the on screen control but you don't want the on screen control to operate?

mortal robin
# high walrus yes

In this case I would have the thing that activates the floating joystick be a transparent image behind the world space UI

high walrus
#

and that full screen coverage is blocking all raycasts

mortal robin
#

and only if that image is touched then you activate the floating control

#

this can be done with a screen space - camera canvas with a large plane distance (like 1000)

high walrus
#

and yes , screen space - camera does solved this blocking problem , it just creates another problem tho

high walrus
#

UI element positioning problem under screenspace - camera canvas

#

if i can solve this problem then screenspace camera can be my solution, and everything should be solved 🙏

spiral inlet
#

mb i just off this fucking scroll

#

i dont need it

spiral inlet
#

I'll try UI>scroll viewe

static ice
#

For some reason when I set the two points of a line renderer in script the line suddenly disappears in game, but appears just fine in the editor. How do I make it appear in game, too?

mortal robin
static ice
mortal robin
#

Line renderer is not a UI element btw

static ice
mortal robin
#

If you're trying to position it with screen space overlay UI that would explain it

mortal robin
static ice
mortal robin
static ice
mortal robin
# static ice So how would I draw a line in UI?

There's no direct way. Either use a line Renderer ( but positioning it can be tricky if you don't fully understand how UI gets positioned in world space) or use e.g a rotated/scaled Image

static ice
low pike
pulsar quartz
#

Hi, how can I make the orbs fil normally ?

low pike
pulsar quartz
#

it should be filling like a liquid

low pike
#

you need to use a shader for that

mortal robin
primal python
#

Is this channel okay to ask about designing/prototyping with figma? I'm basing what I made in unity off what I create in it, but its not specifically a unity question

slender viper
#

I would imagine, no.

primal python
#

fair enough, but "UI-UX" could cover a broader subject

slender viper
#

Yeah but this server does not 🙂

primal python
#

mhmm

slender viper
#

We have #ui-ux in GDN though

primal python
#

sshh youll get in trouble by mentioning another server 😆

#

anwyay I found a server related to figma so I can ask there

warped pagoda
#

How can i achive a effect simmlar to changing the flex property in UI toolit in Ugui

soft wedge
#

I was tweaking some tmp and I pressed play and now my input feild cant be clicked, I added a new one and same issue

steep warren
#

!collab

marble pawnBOT
# steep warren !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

mortal robin
torn sparrow
#

Hello everyone!

I doing some designs on figma and trying to export them to Unity, but it seems like the images are very very blurry inside unity, doesnt matter the settings.

I export them from figma at 4x, so its 2048x2048 PNG. Inside Unity that gets used in an object that is 112px/80px and it looks really bad

#

this is two different exports from experiments to try and get it to look decent.

#

Ive tried setting the max size to 16k, messes around with the compression settings, filter, but nothing really works

slender shard
#

I have this UI for displaying cards for a board game. I cannot figure out a clear way to show the text for how many of each card you have.

#

I've tried adding an outline but it somehow makes it worse...

slender shard
#

I figured it out and it's pretty cool

median latch
#

Do someone know that why UI Button image color is not changing and instead giving error?:

hollow sleet
#

only one thing is referenced unsafely that could be null

cursive walrus
#

Hey everyone, I’m working on a game and I’ve just started by building the main menu.
I’m using TextMeshPro for the buttons and text, with a custom texture for the buttons.

The texture size is correct (no blank spaces, dimensions are exactly width x height in pixels).

I added a TMP text as a child of the button to create an outline.

Then I resized and positioned everything the way I wanted.

Problem: whenever I click, it always triggers the Load Game button, even though both the button itself and the TMP child text are set to the correct size for the clickable area I want.

Here’s a video showing the issue (the mouse cursor hadn't been captured, dunno why). Any idea why this happens? Thanks! 🙏

#

sorry for my english too, i'm italian

clear pulsar
# cursive walrus Hey everyone, I’m working on a game and I’ve just started by building the main m...

without a cursor, hard to say. However what seems to be happening is an overlap of the clickable area. Ideally your clickable area should be a little smaller than the button itself the yellow box for load game appears to overlap slightly with new game button. You can also disable Raycast target on the text so only the button images accept raycasting

As for your english, dont worry, you did excellent

exotic kite
#

so I'm trying to build a runtime UI in unity for the very first time, I'm under the impression that UI toolkit isn't worth using in v2022.3.xxxx. can anyone set me straight here? don't want to be wasting time on something that isn't gonna work

quick acorn
#

Why doesn't my horizontal layout group update in game? I have system to mimic the Case opening in CS2 (I make padding bigger based on speed which gets slower each second until it is 0). The padding in the inspector changes but the visual doesn't change.

low pike
#

are you doing it via code ?

quick acorn
#

yes

#
float adjustPaddingLeft = (rollingSpeed * Time.deltaTime);
rollingSpeed -= Time.deltaTime;

Debug.Log(Mathf.CeilToInt(adjustPaddingLeft));

scrollZone.padding.left -= Mathf.CeilToInt(adjustPaddingLeft);
if (adjustPaddingLeft < 1)
{
rollingSpeed = 0;
}
#

this is the code i use

median latch
#

I have bounded free look action with "Delta [Touch]" for mobile users but when I play game in mobile and drag on-screen movement stick my free look also changes with player movement, is there any solution for this?

grizzled fable
#

Are Dropdowns locked to strings and ints or can I associate them with other variables like GameObjects?

mortal robin
#

If you mean the values, you will always get an int in your code from the value property or the value changed callback. It's up to you to associate that int to whatever data you need, e.g. with an array or a dictionary.

grizzled fable
# mortal robin Associate them in what sense? What do you mean exactly?

I want to have a Dropdown element show a list of "items" in a player's inventory, they're Gamebjects, so the player can "equip" them, I'm just struggling to visualize how exactly I'm going to implement this as the player can get more "items" and having them be tied to ints is very rigid and makes no sense organizationaly speaking, I was wondering if there was a way for me to associate each option to GameObject or even objects in general

#

Hmm, maybe Dropdowns aren't the best solution...

mortal robin
#

It's pretty straightforward

grizzled fable
#

It's becoming clear to me Dropdowns are the wrong answer for me

#

Nevermind then

solid snow
#

You can update the contents of the dropdown list

mortal robin
clear pulsar
grizzled fable
#

Anyways, it shouldn't work just based on how many options I want to have to Dropdowns are off the list for me
I should have noticed this earlier

mortal robin
onyx kettle
#

How come the saw in the scene view is so much higher above the ground than in the game? Is this a bug with the camera system? Someone please explain

low pike
mortal robin
median latch
#

How can I make my free look action to ignore on-screen player movement stick's drag? My free look action for mobile is bound to "Touch #1/Delta"

low pike
#

Why is this button (the pill) displaying as grey at runtime?

The colour is set to white.
It shows as white in edit mode.
Duplicating it at run time has the duplicate show as white.
There are no components on the parents setting a colour or alpha.

steep warren
mortal robin
median latch
#

cinemachine also have problem of moving camera with on screen stick's drag?

mortal robin
low pike
onyx kettle
mortal robin
#

you're talking about scene view.

onyx kettle
rancid ibex
#

Are there any good free ugui asset for handling stuff about mouse and gamepad navigation? Or should I switch to ui toolkit.

mortal robin
rancid ibex
mortal robin
#

it's unlikely you'll find something else with the same exact set of features, but if you explain which features you really want/need that would be easier.

rancid ibex
mortal robin
visual niche
#

i'm writing a custom window and it has a list view
to get a foldout in it i need new Foldout() instead of EditorGUILayout.Foldout but that means i can't pass toggleOnLabelClick: true like before

i've been searching online and i can't find a way where that value is supposed to be set from
as toggleOnLabelClick is not a property of Foldout()

where is that value supposed to be set in this cases?

visual niche
#

i'm unsure if that's ui toolkit, it's from using UnityEngine.UIElements;
i don't think so being it's a unity editor window and not runtime?

#

because that throws an error

frosty pewter
#

That's UIToolkit

#

presumably you're using an older version of Unity

visual niche
#

yes 2021 because it's required by the software base i'm targeting with the plugin

#

as the only property ToggleInClassList
and haven't found anything in the 2021 docs

frosty pewter
#

Yes, it was introduced in Unity 6

#

You can set up the events yourself by querying the element and registering your own events

visual niche
#

i see thanks was a bit confusing didn't even realize was uitoolkit
will ask in the other channel next UnityChanThumbsUp

celest garden
mortal robin
celest garden
#

im not talking about CPU usage
the overall framerate in stats goes down

#

from 60-65 to 50-55

#

thats what im woried about

mortal robin
#

use the profiler

#

editor performance is also mostly irrelevant

celest garden
#

so its fine then?

mortal robin
#

yes

#

at least from a UI performance perspective

#

which is what your profiler is currently showing

celest garden
#

alright, thanks for the answer

ionic wharf
#

Hello, good afternoon
Can you help me?

This empty square is a vertical layout group
My Child Aligment are set with "Upper Center"
But when I instantiate my prefab, aren't in the center
Why I cannot set in the center? :/

tame shell
#

first, enable control of child height

#

Is the element correctly setup (anchors and such)?

ionic wharf
#

But are be loaded in the corner

tame shell
#

show the element prefab scene view

ionic wharf
tame shell
#

So you want to have multiple of this "new quest + button" prefab in the layout group?

#

If so, the "parent" rect transform should contain these 2 elements

ionic wharf
tame shell
#

dang i was hoping you would select the newly spawned child in that video

#

thats what I need to see next.

tame shell
#

its most likelly that the anchoring (for the children) is incorrect for that prefab

ionic wharf
tame shell
#

Aha its probably because you are animating it and that is overriding and fucking the layout

#

you can still animate but it must be a child of the "element parent"

ionic wharf
tame shell
#

I dont know what this component does but its likely it wont play nice with the layout group (because that is already trying to change the position)

#

You can do it if you have:

LayoutGroup

Element

AnimationParent

Text
Button

#

we make an additional child so we can animate its local position safely

tame shell
#

Great. slap a layout element on the parent to better control preffered width and height too

#

its not good to have the parent size not match the content

#

as if you want the layout group to adjust width or height dynamically it wont work well

ionic wharf
#

Okay \o

#

Another question:

In which channel can I talk about font/text, etc...?

#

I want to adjust this "Shadow Square" in the texts

tame shell
#

I guess here too.
Tmp fonts have shadow/outline options

ionic wharf
tame shell
#

This isnt visible in the game view right?

#

i have seen tmp act strange like this in the scene view many times

ionic wharf
#

Oh, wait

#

No, in the game view can see too

#

Even in the build game

tame shell
#

Oh then that is bad. Somehow the whole mesh for the text is visible. Is this an overlay mode canvas? Also what shader is the tmp font using?

ionic wharf
tame shell
#

I can only presume using a separate camera for this hud is why it's happening. How come this is done btw?

ionic wharf
ionic wharf
tame shell
#

but why? if you use overlay mode there is no benefit

ionic wharf
tame shell
#

Does anything change if you use overlay mode instead?

ionic wharf
#

Isn't a good idea change the camera mode now
This project have some years already :/

tame shell
#

well overlay is best for the gui you are doing and what most games do

#

the other 2 modes makes the UI get rendered physically by the camera in 3d space which can introduce problems

ionic wharf
tame shell
#

If you use source control like git/svn/unity vc then its safe to try anything

#

(if you arent then start NOW)

ionic wharf
#

I use GitHub

tame shell
#

yea then change it to overlay and see what changes

#

you can just discard any change if you saved it

visual niche
#

i have a list view, already set that up

if (b_open_material_list_foldout)
{
    material_scrollview_value = EditorGUILayout.BeginScrollView(
        scrollPosition: material_scrollview_value,
        alwaysShowHorizontal: false,
        alwaysShowVertical: false
    );

    if (TargetPrefab != null && TargetPrefab_material_entries != null)
    {
        material_ListView = new ListView(
            itemsSource: TargetPrefab_material_entries,
            itemHeight: 10,
            makeItem: Material_ListView_makeItem,
            bindItem: Material_ListView_bindItem
        )
        {
            selectionType = SelectionType.Multiple,
        };

        material_ListView.style.height = 10 * material_ListView.childCount;
    }

problem is, the list is not in the in the ui, not just that it's not showing but that it's not in the ui at all, i checked with the debugger

what's happening to it, as this is what the examples online had, including 3 pages of official documentation doing this

#

yes scroll view is closed properly after an else logging if either values are null

tawny aurora
#

I want the this ui to extend only downwards with the amount of grid objects (content size fitter)

I dont really know how i would use the content size fitter to only make it extend downwards, because if i make it extend vertically it extend on both vertical ways up and down.

#

im guessing anchors but adjusting them doesnt seem to do anything and anchors in general just make my smooth brain jurt

cosmic herald
#

Hello, i am trying to make the layout for a tab based UI. I have the PanelMaster object as the parent with a vertical layout group. Control child size for width is true, height false and force expand also true for both. The top bar has a size of 25 high. I can't figure out however to make the PanelTabContent take up the rest of space automatically. Like scaling along without both scaling etc...

violet jasper
#

how can i use perfect Outlines ? TMPro text outlines are weird

celest garden
#

id use Outline + Shadow

celest garden
violet jasper
celest garden
violet jasper
#

outline means lines outside but unity don't want to fix it

celest garden
#

its not much of an issue in my opinion

#

if you do have issues with underlay and outlines being limited/not being able to move underlay away from the text
you could use Font Asset Creator to make new atlas with bigger padding, that allows you to have underlay a bit more away from the base

violet jasper
celest garden
#

💀

violet jasper
#

i have seen many hyper/hybrid casual games with beautiful and eye-catching fonts that made with unity

clear pulsar
violet jasper
clear pulsar
#

,> I'm sure if you like the font dropping them an email may let you, that and paying for the license rights, it's probably not too expensive

violet jasper
clear pulsar
#

Yeah Google fonts is helpful, there's a few sites I use

violet jasper
#

try Fontesk

clear pulsar
#

I'll make a note of that one, I also bought some from Eldamar

violet jasper
#

are you ui-ux expert ?

clear pulsar
#

Gods no lol I can't do UI to save my life, but I buy commercial licenses for all assets I own due to business

violet jasper
#

i see

clear pulsar
#

Best I can do is design a website

timid needle
potent swan
#

size of your scrollrect

timid needle
magic walrus
#

im having an issue where some larger units are blocking healthbars of units near them. the healthbar is in world space, any recommendations to improve the ux here?

mortal robin
slate geyser
#

these tmps will not sort correctly they aren't opaque and they are shown their parents on the left, any questions or ideas? I have a very similarly structured level tmp further up in the canvas which has been working like a charm.

mortal robin
slate geyser
#

ah the other one is text-ui

#

will check that

#

wow I'm such a noob lmao ty for pointing that out I appreciate it!

timid needle
mortal robin
timid needle
timid needle
timid needle
#

bruh it just doesnt work

clear pulsar
#

What type of canvas do you have? Is it world space? Or is it overlay

slate geyser
#

Hi, sorry to interrupt this ongoing question but I am trying to get a prefab child of a horizontal game object to be duplicated with different scriptable object icons, names, and a dynamic inventory? What would be the best way to go about that? The scriptables are all set up, and I have a sample prefab in the scene thats being animated, but I don't know if my script is good?

timid needle
low pike
low pike
#

You’re using ‘lit’ materials on all those ui images. Either change them to use the default ui material, or an unlit shader, or tell the light not to affect the ui layer (rendering section on the light)

#

Why are you using a material on the images ? Use a sprite and assign that to the image

timid needle
low pike
#

Then you did something wrong with that

timid needle
low pike
#

No

timid needle
low pike
#

!learn

marble pawnBOT
low pike
#

There are tutorials for basic ui use on there

slate geyser
#

ok

#

doing my best to troubleshoot

low pike
#

I wouldn't class that as basic

slate geyser
#

yeah I was just wondering cause the actual scriptable objects are working great its just integrating them into the storage and building menus thats being difficult then again I am a beginner but would appreciate any direction on tutorials or help in getting those menus working if anyone can help 🙂

low pike
#

I don't know of any tutorials

#

for specific help with what you're doing... show what you are doing and where you are at, as well as explain the issue you're having

steep warren
#

!code

marble pawnBOT
low pike
#

explain more.. I doubt anyone is going to go through 6 classes without an idea of why

#

I still don't even know what the issue is

slate geyser
#

ah sorry lol, I want the menu for the inventory to autoupdate on initialization with these resources in the menu. basically so that the item scriptables autopopulate in the menu, I also have a building menu prefab that i need for buildings. But essentially for the item icon (sprite), name (tmp), and amount (tmp), to be wired into a new instance of the prefab?

slate geyser
#

but the current issue is that the scripting seems to delete the prefab, instead of copying it, the menu when opened on the current instance will be blank, instead of passing in the 4 current items added.

cosmic herald
#

is it possible to get the last used device from the input system ui input module? I just need it for hiding/showing the cursor. if a gamepad is used i want to hide the cursor and if the mouse or a key on the keyboard is pressed i want to show it again.

#

I want to keep my UI logic as much as possible built on top of the existing logic from Unity. I think this will ensure it works properly

#

I just saw i can inspect the script. I think i will try and see if i can hook into these actions and then just get the device used

white stag
#

I'm trying to create pop-ups that show up when you hover over certain UI elements with textmeshproUGUI but not only does it not show up when I hover it, it somehow messes with other UI elements in the scene that aren't related in any way

low pike
#

!ask

marble pawnBOT
# low pike !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #🌱┃start-here

low pike
#

You need to show what the problem is and your setup/ code

white stag
#

ok i managed to figure out the problem with it messing the other UI elements its because I was using sprite renderers instead of images. however the tooltipbox is still not showing up despite following this tutorial to a T (minus using transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition) instead of transform.position = Input.mousePosition because of how I have the canvas/camera set up, maybe thats the problem?)
https://www.youtube.com/watch?v=y2N_J391ptg

BMo

In this Unity Tutorial learn how to hover over a GameObject, make a Tooltip box appear, and show whatever message you want per object.

Ez pz

This approach is a simple take on it, and is more meant to get you on the ground running as soon as possible. Great solution for things like prototypes and Game Jams.

Tooltips could work without a mouse...

▶ Play video
#
using System.Collections.Generic;
using UnityEngine;
using TMPro;

public class ItemPopUpInfo : MonoBehaviour
{
    public static ItemPopUpInfo instance;
    public TextMeshProUGUI textComponent;

    // Start is called before the first frame update
    void Start()
    {
        instance = this;
        //Cursor.visible = true;
        //gameObject.SetActive(false);
    }

    // Update is called once per frame
    void Update()
    {
        transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        //transform.position = Input.mousePosition;
    }

    public void SetAndShowTooltip(string message)
    {
        gameObject.SetActive(true);
        textComponent.text = message;
    }

    public void HideTooltip()
    {
        gameObject.SetActive(false);
        textComponent.text = string.Empty;
    }
}```

```using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Tooltip : MonoBehaviour
{
    public string message;

    private void OnMouseEnter()
    {
        ItemPopUpInfo.instance.SetAndShowTooltip(message);
    }
    private void OnMouseExit()
    {
        ItemPopUpInfo.instance.HideTooltip();
    }
}```
#

it is working when I hover over the object, the position does update with my mouse movements it's just not showing up for whatever reason

low pike
white stag
#

ah damn

#

k fixed it, thanks

brisk gust
winged viper
#

Does anybody know why a world space canvas would receive my mouse input incorrectly, sort of with an offset? The video showcases the problem, and I've included screenshots of my hierarchy and UI components. I've had this problem forever and have tried to solve it a million different ways. It just doesn't make any sense, it's like the canvas thinks the camera is in a different place than it is or something. Any help would be appreciated!

#

Note: In the image of the canvas' inspector, "Blocking Mask" is set to Nothing, while the default is Everything. This is just something I tried, and the result is the same even with the default setting.

mortal robin
winged viper
mortal robin
# winged viper

the lens distortion is going to warp where things appear on screen

#

that's certainly going to result in stuff like your mouse interactions not lining up.

#

for a moment try turning off the lens distortion and you should see it working normally

winged viper
#

It's a good idea, but even when turning off all post-processing, it's still the same

mortal robin
#

or uh - which object do you want to be interactable?

#

The text or the green background?

winged viper
mortal robin
winged viper
mortal robin
#

of the laptop

#

no?

winged viper
#

You're right, but changing it like this doesn't solve it unfortunately:

low pike
#

that yellow square is showing the margins of the TMP, it is not the size of the RectTransform - that is the white square (probably the one still covering the whole laptop screen).

Using those white squares to resize the yellow square, resizes the marings and not the rect (see how your width/ height are the same before/ after).

Press T to use the UI tools

winged viper
#

I think the white square is just the canvas if I'm not mistaken?

low pike
#

possibly both

#

Every recttransform is a white square

mortal robin
#

so the RT for the text is covering the whole canvas

#

you probably want to set it to use the stretch anchor preset btw, and then you'll be setting insets in the inspector, instead of an absolute size

#

but you can do it either way

vocal leaf
#

im using 9-slicing and im wondering if i have a situation where my edge is not straight is there a way to fix this sort of problem where a corner bit wont line up with the edge (this is just an example i made)

#

in a button

mortal robin
vocal leaf
#

the diagonal sections are the corner parts

mortal robin
#

is the image the outside thing? Or the inside thing?

vocal leaf
#

the middle but is the dge

#

hold on

#

let me make a better example

low pike
#

Show the original image file

vocal leaf
#

thats just an example i made cus im just trying to figure it out

#

cus im planning on having a button thats doesnt have straight edges and i want them to line up with the corner

#

this is the top corner and top edge

low pike
#

you should be using 1 image, which has everything aligned how you want it.. then you 9-slice that image where it makes sense to slice

vocal leaf
#

alr

ornate nexus
#

Trying to do some simple 9 slicing for a button, I'm fiddling with a bunch of settings to try and make something change but the bottom border just doesn't. I'm assuming I'm missing something simple and stupid I just don't know what it is.

ornate nexus
buoyant cliff
#

Anyone know much about input fields? I thought I did.
Have made A LOT of input fields in my time. Custom carets too to go with it.
I have a very, very small issue which I cannot seem to fix without having to write a script for it.
An issue that I believe should work in the Unity Editor itself.
Whenever I type within the input field, it does not scroll across automatically to follow the text. Like an email field for example.
Or any form input field to be honest.

buoyant cliff
sonic yoke
low pike
# sonic yoke

I can't tell what the issue is here. And you've posted in the UI channel.. so is the issue with UI or..?

sonic yoke
low pike
#

heh, which screenshot is showing the issue and what is the issue in that screnshot

#

maybe draw on it

sonic yoke
low pike
#

the first one is showing UI, the third one has a gameobject selected that has no UI on it

sonic yoke
#

the issue is with the gameobject, yes

low pike
#

you probably shouldn't have that gameobject as a child of the UI

sonic yoke
#

the one in the UI is actually a render texture from camera under Player Preview

low pike
#

record a video. Show the setup, show the game view, show the scene view

sonic yoke
#

but on raw camera view it looks okay

low pike
#

I do not know what I'm looking at, what's right, what's wrong. I do not know your game. You need to explain and show what the issue is better.

low pike
#

ah, so the issue is that the plane is not visible in the camera.
And I see the plane isn't a child of any UI

sonic yoke
low pike
#

the camera's culling mask is set to preview - so it'll only show gameobjects set to the same layer

sonic yoke
low pike
#

I don't know enough about render textures to be able to spot anything else

buoyant cliff
#

How do I have the input field box itself stay a fixed width, and the text within it follow the users typing?
Example:
[Hello my name is D]
[lo my name is Dean]?
So that the text auto scrolls left to right within the input field when the user types?

#

Adamant that this can be done in the Editor without needing to make a script for it xD

low pike
#

Oooooooooooooooh.. that makes sense now

buoyant cliff
low pike
sonic yoke
buoyant cliff
# low pike it does this by default

Yes. There is a way to have it scroll properly and only the text object itself expand.
I'm thinking the issue is the control of the layout group. It must be something simple hehe

low pike
#

ok, you're back to not being clear with your issue. The video I shared is what you want it to do?

buoyant cliff
#

I want it to scroll inside the input field along with the text typed.
Thinking this may need a script now.

ionic beacon
#

You're changing the text content directly in the inspector. What does it do when you actually type in the input field in the game tab when it's running?

#

or do you specifically want it to scroll when you change it in the inspector

buoyant cliff
#

YAY can move on ❤️

mossy tendon
#

Not sure if this is the right place to ask about video players comps but
I've been trying to fix this issue I've been having with an mp4

Unexpected timestamp values detected. This can occur in H.264 videos not encoded with the baseline profile. Timestamps will be skewed to correct the playback for [Vid in resource folder]
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

How can I fix this?
I tried transcoding with the default settings to try and fix it but got a different issue

First video frame not zero: 2 (0.040000s). Result may be out of sync. Please make sure tracks all start at 0 in [Vid in resource folder]
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

silent shale
#

How should I make it so that the ui would not appear to be squished?

#

It looks normal inside my unity testing screen

#

however when I try to test it on mobile

#

it becomes like this

tall palm
#

Are you using the Canvas Scaler component?

silent shale
tall palm
#

Try that

silent shale
#

Owhh wait it was already there by default

low pike
#

nothing to do with the canvas scalar, it's probably non-uniform scales set somewhere.

#

Scale on UI elements should be 1,1,1 - there's no need to set them to anything else (cept during an transision animation).

orchid vale
#

trying to learn the correct technique on how exactly am I supposed to use the Content Size Fitter

#

I have the Content Size Fitter on the Team 1 Member List, Team 2Member List, and Spectators Memberlist (what holds the blue boxes).... and then the header Players List has a Vertical Layout Group that stacks all of these together

cosmic herald
#

I think i am running into an issue with the order events are handled. It seems when clicking on a selectable the onclick event is called after the ondeselect and onselect events are called. This causes some issues for my UI. I am trying to create menu items with submenu’s. The items show/hide content on select and on deselect. For gamepad keyboard i got it working by making a subitem call a function to tell the parent item to stay open. But with mouse there is a lot more freedom. If the event of the mouse click was called before select and deselect i could have made the logic in that function do the same as onsubmit. Anyone have a good idea how to solve this? I hope i explained the problem clear enough.

elder prawn
#

Hey all, anyone use Mob-Sakai's UIEffect?

I'm using it to show outlines on my buttons on hover / exit hover.
However, when i fade the canvas group of a popup that contains buttons, I can clearly see white (the color of the outline) shapes as i fade out.

I'm wondering if there's a way to prevent these white shapes from appearing at all through a setting, if not, is disabling the UIEffect component on all the buttons before i fade-out the way to go?

#

oh, actually, it's Unity's Shadow Component, not the UIEffect... interesting...

elder prawn
#

Bleh, tried diabling/enabling on show/hide and it looks whack. Bummer..

#

guess its time to used some baked textures inplace of the single white button with a shadow/ui effect for a top bevel ><

cosmic herald
#

I think i am running into an issue with

ripe pelican
#

Hello, guys! I have a serious issue. Please can somebody help me? The problem is:

My Unity project has an UI issue where I'm trying to apply a post-processing effect, like brightness, to a specific set of images but not to the rest of my UI elements, such as sliders and text. I've set up the project with two separate cameras and two canvases, each on its own Layer. My UI canvas and its elements are showing up correctly, but the canvas with the images is completely invisible in the game view. I've already checked the Culling Mask, Priority, and Clear Flags settings on both cameras, but something is still not working. It feels like the camera that should be rendering the images is not seeing them.

#

Here more information from screenshots

#

Here is the hierarchy

mortal robin
#

They both seem to be base cameras

#

you'd need to use camera stacking if you want them both to be visible

frigid bone
#

If I want to have a "Dyslexic friendly font" option, is there a way to
A: just override the font asset dynamically somehow, or otherwise have every TMP automatically know that "If you're using this font, use this other one instead",
or do I have to
B: have every single text object listen for a font change event / set its font on instantiation,
C: have an object that listens for the settings change and goes through every TMP object in the scene and changes it, while also changing new ones that get created

mortal robin
frigid bone
#

Well that's why I only want to do text assets with a given font

clever mauve
#

is this just me or is properly converting bitmap font files to sdf asset files actually hell?

#

i cant seem to get them to generate properly

#

there's always a couple pixels off

#

or more usually

ripe pelican
outer edge
#

Does anyone know why my UI is showing up on Editor but not on build apk?

ripe pelican
# mortal robin how did you set up the two cameras?

@mortal robin I have tried to use camera stacking, searched for it. But the problem is that it wont apply the post processing effect only to the images to the first canvas I have, because the overlay camera inherits from the base camera, that way it applies the effect to both cameras, doesn't matter if I have volume masks to seperate volumes. The issue with having both canvases at the same time together solved, but the issue with the post processing effect isn't solved because of that. Do you have anything in mind, maybe a suggestion?

timid needle
honest saffron
mortal robin
elfin elk
#

So if Im trying to make a UI feature that is a list, kinda like a spreadsheet (multiple rows and columns) that you can scroll down to view, basically, the stats of multiple items, how is that best handled? A single scrollview? How does one keep the columns aligned and all that, if so? Or is it multiple text fields and a single scroll bar object? How does one link them together if thats the route? Am I just way off entirely?

drifting forge
#

👋

mortal robin
#

You can certainly put it all in a scroll view but that's not related to the layout itself

errant turtle
#

I dont do 2d unity - how am i suppossed to slice and use the sprites in the atlas if each "liquid sprite" is rotated differently?

#

i got this atlas from online

steep warren
#

there should be like, a .json file accompanying it

mossy tendon
#

Working on a 2d project and I want to have two ui buttons be connected by a line which can dynamically by adjusted depending how far or close the buttons are together
How can I do this?

honest saffron
#

can also just have an image for the line and move it through code

mossy tendon
#

That positions of the buttons are going to be static in gameplay so I'm debating whether I should use that or just make a png with all the line connections already on em and just overlay it over the buttons, but if I went with that approach it would be a bit finicky to have it line up with the buttons

honest saffron
crisp lotus
low pike
#

@mighty ridge horizontal layout group, with padding, and content size fitter

mighty ridge
#

anyone know off-hand how to get the grey background to scale w/ how much text there is.. i tried using the content size fitter but im not sure if i know what im doin

trying to get the one of the left like the one on the rigth

#

i was gonna make a script but that seems excessive

#

its just likely i need to learn the different components better

low pike
#

parent -> horizontal layout group (with padding) + image + content size fitter -> tick whichever one uses child size
child -> TMP

mighty ridge
#

ohhh horizontal group is what im lacking

#

eh, why is the pivot at the bottom center.. if child alignment is Upper left

low pike
#

the alignment doesn't set the pivot

steep warren
low pike
#

press T fgs!

steep warren
#

also, use the rect transform tool ^

mighty ridge
#

ahh, i got it.. 👍 thanks guys

#

really need to do more UI

#

or atleast use the components more often

mighty ridge
#

i was today years old when i figured out u can drag the pivot around

low pike
#

Have you changed your margins (the yellow sqaure) on your TMP?

#

Looks like you have.. and you (probably) don't need to in this instance

mighty ridge
ripe pelican
#

Hey, guys! I have an issue with some of my UI elements on a panel only at the first launch when the game starts. They look blurry only at the first launch and I am not sure why.

#

Also Unity Logo has the same problem

#

At the beginning

#

And only at the first launch

#

I was wondering maybe I have something that affects it on my camera

low pike
#

your camera won't affect the Unity splash screen - nothing of your project is loaded when that is displayed. The only thing used there would be in the player settings (resolution, etc)

ripe pelican
#

Yes everything looks fine

#

In player settings

#

I am using native resolution its checked

#

It happens only at the first launch when I am deleting player prefs from registry

#

I delete the folder with the player prefs from registry in order to load the default values

#

but this is happening only at the first launch because when the game starts LoadSettings function is being called and I save the resolution there so at the second launch it loads the expected values

low pike
#

I vaguely remember from the last time you asked - doesn't seem like you've made any progress

#

and whenever I've seen you ask about it.. you've never shown any screenshots/ videos of the settings/ issue..?

ripe pelican
#

Yes the issue exists there I was doing other things in my projects and solving other bugs because I can't find the solution to this problem it's really weird and confusing how to say

#

Tell me what exactly I have to show you and I will

#

I have seen everything with my own eyes maybe i cannot notice the issue maybe it's obvious not sure really

#

Like I have said this non coding issue confused me more than any coding issue that I was dealing with

harsh palm
#

hi all, I'm trying to use TextMesh Pro inline sprites for gamepad icons, but how do I fix this enormous spacing between lines?
This doesn't happen when I use just text, but I can't use text-only for QA reasons

#

I'm using Unity Localization to handle icon substitution and I can control pre/post tags for the sprites

#

the sprite asset is straight up Xelu's 100x100 PNGs packed into a "Multiple" sprite asset, then imported into TextMesh Pro's sprite asset

#

whenever I try to adjust SF or other TMP sprite properties the results are even worse so I'm at a loss here

#

if I don't use any pre/post tags then the sprite icons are drawn with extremely small scaling that they're pretty much ineligible which is also bad

#

I'm trying all the text tags I can but the results are usually even worse, either the text mish-mashes together, or the sprites are too small, or they become misaligned

novel path
#

How can I get a canvas Unity to adjust itself to the players screen so that if someone else is playing the game the UI is not all over the place?

mortal robin
novel path
austere sage
#

How do I make a Vertical Group Layout be scrollable and not go over borders, like it got its own space and anything overflowing will be removed

#

I tried with Scroll View, but it was bugged

#

Like it was not scrolling correctly, just staying in one place, and centered instead of being in the top

mortal robin
#

if it wasn't scrolling properly you didn't set it up correctlyt

austere sage
#

I tried it, it looks cursed and it ruined the card

mortal robin
#

you just need to get it configured correctly

austere sage
#

the card should have text, and those stuff, those are gone but some are there

mortal robin
#

that means setting up the anchors and pivots for the scroll view and the viewport properly

clever mauve
#

my textmesh pro text wont change color to match vertex color, its stuck as black. the material's color is white. any help?

finite plover
#

Hey all!

I'm exporting assets @1x and when I import them in to Unity at this size (1920x1080) they are poor quality reproduction compared the source (also FHD), I've obviously turned off all compression etc. and the canvas settings are what I would say are standard, but there's just not enough pixel data in there to capture the original file.

When I export @2x they look crisp but quite chunky in comparison to the source at (1920x1080 as we would expect) and at 4k they look as you would expect.

So I have a few options for FHD, change the scaler RPPU to 50 (from 100), sprite mode per sprite PPU change (100 > 200), or using the sprite component PPU multiplier (from 1-2).

These all get me really crisp 1-2-1 quality with the source at FHD.

Unity off the bat ignores @2x @3x (unlike web environments targeting different screen densities) as far as I can see and I don't see much content saying that changing the global RPPU is recommended, or bad practice, though it's the only way I can ensure really high quality consistent implementation.

I guess my question is what's the preferred best practice here?

Sorry for the long post! Cheers Warren

low pike
#

Can't say I've ever had this issue.

and the canvas settings are what I would say are standard

Have you got your canvas scalar set to a reference resolution (FHD)? Or left it at default?

finite plover
#

Still FHD atm, it's probably still the most used, though not checked for a while.

low pike
#

yeah, that's fine - was just checking you hadn't left it at default (which has no set resolution). as maybe that makes a difference

finite plover
#

It seems like it's most noticeable when you are really trying to match frame/stroke pixel widths and detail between the source and the client.

austere sage
#

Can Someone Help me in Scroll View? I have tried a lot since yesterday and it's still not right

#

I got a parent with Vertical Group Layout, I just want you to be able to scroll through them

#

through the children

steep warren
low pike
#

The 'content' game obejct (I think it's called that).. the parent of the content, needs a vertical layoutgroup on it .. and a content size fitter, so that it resizes to encompass all the children

austere sage
#

I did all that

#

And still doesn't work

#

I set the content parent as what contains the children, I gave it the fitter and the layout group. And it's still cursed and not working

#

It's not even masked at all

low pike
#

you're gonna need to show stuff then, rather than trying to explain this visual issue.. record a video, make sure it shows the hierarchy and the inspector.. and show the setup of each scroll view copmonent

austere sage
#

I will. When I rebuild my project, I worked overnight and a lot of hours consistently and at the end, an error appeared because of that scrolling thing and it kept spamming errors till it eventually crashed and the whole work got lost

#

I didn't save the scene

low pike
#

just to check , you did create the scroll view by doing right mouse click -> ui -> scroll view, yeah?

austere sage
#

Yes

#

I tried manually doing It with Scroll Rect component and tried doing it with Scroll View

low pike
#

goodo - some people try setting it up manaully and that's just hard work

low pike
#

Don't even bother manual way

austere sage
#

Saw that scroll view didn't work. Tried manual

#

The cool part that my pixel art, scripts, and prefab is still there

low pike
#

The usual reason for the scroll view "not working" is because people forget to resize it and so it's too small

austere sage
#

The cards are overflowing at this point

#

I think I got an old picture when I asked AI, wait

#

I made the scroll view bigger. And still cursed

#

As you can see. Inside the scrolling area it got some text. Which should be all over the card.

#

So the blue bar is not masked. But everything else is

low pike
#

The card being each blue section?

austere sage
austere sage
low pike
#

this isn't cursed, it's just a setup issue

austere sage
#

Why is everything masked except the blue bar

low pike
#

all that text and image etc - are they a child of the blue bar?

austere sage
#

Yes

low pike
#

iirc the image component has a tickbox for 'maskable'

austere sage
#

The bar is Sprite Renderer

#

Not image

low pike
#

there you go, you cannot use a sprite renderer with UI.

austere sage
#

Okay but why is the top and the bottom element doesn't show completely, like the scrolling ends before the whole element is shown, wait, I think because the rest is just the bar, and it doesn't care about the bar

#

Hell I crashed and lost all my work just because of a component?

#

Cool

low pike
#

no, probably not

austere sage
#

not at exactly what

#

the component crashing my game or that the reason it's not fully showing because it's a sprite renderer

low pike
#

the component probably did not crash the editor

austere sage
#

I know, I had an error appear out of the blue when I tried creating the prefab, it kept spamming in the background while I talked to AI in another window, and when I returned it crashed and that report feedback thingy appeared

#

I don't remember the error exactly, it was like isFinite();

#

I missed around with Scrolling a lot that I broke it and it crashed

#

Found it in my histroy, Assertion failed on expression: 'IsFinite(distanceAlongView)'

#

Any idea what that is, to avoid it?

low pike
#

nope, have a google

austere sage
#

The cards object appeared in the hierarchy. But didn't appear in the game and it kept spamming this. But thank you a lot for the help. Now I just have to recreate everything and scrolling shouldn't be a problem

ionic umbra
#

Right place? UX stuff? I'd love to get some feedback/trials on this command palette + right click menu. Heavily used in other apps, is a great option in Unity to finally find all those little "hidden" actions, or create custom ones.

Also, UITK is amazing. Thanks folks 🙂

opal yacht
#

i hope this is where i put my question...
how do I make buttons play a sound if you hold the mouse onto it and when you click it?

low pike
low pike
solid snow
# opal yacht i hope this is where i put my question... how do I make buttons play a sound if ...

I made a tutorial on that a few weeks ago, maybe it'll help UnityChanDownload https://youtu.be/ZyY8QBWdmmk?si=o8YPM_4wi_5IjGZW

Learn how to create a simple system that plays sounds when you interact with your UI in Unity. This tutorial explains how to create a system to tag elements that should emit sound with a central manager keeping track of every interaction type and sound to play.

✍️ GitHub Code
https://github.com/Maraakis/ChristinaCreatesGames/tree/main/Addin...

▶ Play video
valid zealot
#

hey, how do i make the slider object in unity go from left to right, to both sides inwards

#

so like rn it goes down from left to right, or the otherway idk

#

but i want it to go from both sides inwards

proud sandal
# valid zealot but i want it to go from both sides inwards

you need to make a custom slider that scales the "fill" rect transform with a center pivot and place the handle transform accordingly. Generally you should not use a slider when you want to scale with a center pivot, for example when abusing a slider component to draw a health bar or timer.

mighty ridge
#

i just use regular image w/ it anchored where i want it to originate from..
and then fiddle with teh settings until i know the min and max values
^ then i just use lerp or something to remap the value to the "slider"

mighty ridge
timid needle
#

i want the ui not be shown in the 3d world. only in camera. idk what the issue is but in my past i never had this issue

hazy smelt
#

can anyone help me? i have two sprite mask (red and blue) and i want my sprite only show in the blue mask and not in the red and the blue mask only show inside the red mask instead

junior bluff
#

Hey, I was working on creating my main menu buttons and stuff, and it works fine for the buttons such as Play, Options, Credits, etc.

But when I click Play, the buttons that show don't work. It doesn't let me click on any of them. I feel like it might be something to do with how I ordered my stuff in the hierarchy.

tame shell
clear pulsar
clear pulsar
#

In play mode can you double check just to ensure it isn't deleted by accident etc.

clear pulsar
#

Okay just making sure, when a button isn't activated it's often event system that's missing, are they raycast targetable?

junior bluff
frosty pewter
clear pulsar
#

Okay so a raycast target is where it takes a line from your mouse to the UI element and sends a message back saying if it's a valid element. You have raycast target enabled which is good, since it's a button.

clear pulsar
#

In general if the UI element does not need interacting with (backgrounds etc) you can disable raycast target, it's a minor change but saves some processing. It also allows you to have text on buttons that aren't interactive but the button is

junior bluff
#

should i try creating a new event system

clear pulsar
junior bluff
junior bluff
#

i fixed it. It had to do something with the order of my texts in the hierarchy

clear pulsar
#

Hey good going

arctic hemlock
#

Today I started working on developing an UI dialogue system! But as you can see in the video still needs much work, but I seem to have this error mainly when recording. Really glad I did this in a separate project haha.

hazy smelt
hazy smelt
#

can someone explain the front and back setting on sprite mask?
my layer are
-defaultt
-inventory card

#

i thought setting both to default will only mask the default mask layer but it not masking anything

#

setting front to inventory card and back to default enable masking to the default layer only when the default sprite is on top of mask?????

#

okay.... i think the the custom range is for layer between front and back?????? instead of equal+between

tame shell
# hazy smelt do i want it to?

No but if this is not relating to ugui or uitk then this is probably the wrong channel.
We don't usually make UI with sprite renderers.

Id expect it to work properly though as long as layer settings are correct

hazy smelt
#

ah sorry yeah its a wrong channel.i making UI with sprite renderer so i thought i'd asking here

tame shell
#

Probably a bad idea

#

There is a reason why UGUI and UITK exist

timid needle
low pike
# timid needle can anyone help me with this?

There is no issue here. That's how the UI is shown in the scene view. Screenspace Overlay UI (the default setting) will not be in the world space in game view, it's rendered on the screen after.

To edit UI press the 2d button on the scene view window, and press F with the canvas game object selected.

To go back to editing the game world, toggle the 2d view off, and focus (press F) on a game object in the scene that isn't UI.

timid needle
low pike
#

Yes it was, you just didn't notice

ember needle
#

Yeah I agree with Carwash. At least in my perspective, the UI settings in your video is working as expected.

To quickly test things out, you can try running the scene and observe if the screen space UI is visible to a third-person, like from another camera perspective.

arctic jewel
#

I'm having trouble creating the scroll view, for a cellphone with messages. Each message will go under the last one, which the vertical layout group works properly, and I can align it to the left or right depending if its someone sending you a text or a text you sent.

The problem comes when I try to make a chat bubble that fits with the size of the message. I cant put the content fitter in the message because unity doesnt like me putting a content fitter in a child of a layout group, and If i put the content fitter in the object with text, then the bubble will appear in front of the text

mortal robin
arctic jewel
#

That's what I was trying to do, but then the message doesn't scale 😂

low pike
#

make sure the layout group isn't setting the size of it's children

arctic jewel
#

Here is my problem with more detail

Basically I want to be able to create the white blocks that are in this group, so it stretches beyond the screen (For the viewport) but that I can also align then to the left or the right (Depending on who sent the message).
Although I have been able to do so by putting a "background" child inside my "messageGroup" and aligning it to the right or the left, I cant make it so the "background" change the size of my messageGroup (So I have diferent sized message bubbles but with the same padding between them)

#

Like this

#

Pretty much Unity doesnt let me use a content fitter inside an object that has a layout group parent

#

If I try, it gives me a warning, and the object that has a content fitter stays the same size forever without changing

proud sandal
wind flicker
#

So, i have an Picture of an UI i want to create in Unity, is there like an easy way?

#

i always struggle with the vertical layout groups and stuff, its always weird idk

low pike
#

Export the individual elements and build it with the various elements required.

You can just put a single "picture" in and get UI from it.

wind flicker
#

but like for this. do i make an extra panel and add an layout group? or do i just use an empty gameobject put an layout group on that, add 7 buttons on it

low pike
#

panel is just a pre-made recttransform with an image on it - I personally never use that from the create menu

wind flicker
#

oh, got it. makes sense

#

i always used to use 1 panel for every thing i wanna create as like the head of my UI

low pike
#

To do that, I'd have an empty parent with a horizontal layout group and content size fitter on it. Then each child would be TMP and the highlight would be a child of the empty thing, with a layout element for 'ignore layout' so I can move it around

wind flicker
#

if i have like an level up ui and pause ui in my game scene i have an
LevelUpPanel
PausePanel

and in code i activate and deactivate these panels if somethings happens

low pike
#

Yeah, that's a good way to do it. Just the "panel" bit doesn't really mean anything.

wind flicker
#

i stuff every ui element within 1 canvas, idk if thats good or not lol

low pike
#

If you put a canvas group on those panels, you can fade the alpha in/ out for a nice transition

wind flicker
#

i tried this once in another project and it just bricked the ui

low pike
wind flicker
#

i have it like this

low pike
wind flicker
#

it works good how it is tho

low pike
#

ok, so don't do it.

It was just a suggestion that can be used for improving the look, not something everyone always has to do.

wind flicker
#

i mean its still in early early development so idk who knows where im going

#

all my ui elements are in a work in progress rn

low pike
#

see that looks great

wind flicker
#

grrr i hate ui so much

wind flicker
#

ill continue tomorrow. isnt to bad for now even it took extremly long lol

surreal sparrow
#

I'm feeling a little lost on solving a UI issue. The issue is basically that some of my TextMeshPro text isn't rendering pixel perfect like I expect. Here are some details:

  • The UI is UGUI
  • The hierarchy is a Canvas + Canvas Scaler, and under that is a panel, under that is some labels and textboxes
  • The canvas is set to Pixel Perfect = true and Render Mode = Screen Space - Overlay
  • The canvas scaler is set to Scale Factor = 1 and Reference Pixels Per Unit = 1 and UI Scale Mode = Constant Pixel Size
  • The font is set to 16, which is the same as the sampling point size I used

From the screenshots, hopefully you can see that at some window sizes, the font rendering looks weird, not what I expect at all. At other sizes, it looks perfect and crisp. The actual size of the UI doesn't change due to my settings. I'd appreciate any info to guide me on possibly fixing this issue. FWIW, the font I am using is Unifont EX.

Even when the font rendering looks wrong as it does here, the actual size of the panel is the same in both screenshots (350x263, which is what I specified in Unity).

oblique plank
#

Anyone know why using a separate camera overlay with only UI reduces performance by a lot compared to just using it on the main camera?
Project is using URP

fervent sand
#

That means 2x camera passes

oblique plank
#

yeah but it only had UI as culling mask and still took over 2ms. Just didn't expect it to have that big of a performance hit. Maybe I set something wrong though

low pike
#

did you make sure to remove UI from the other cam

oblique plank
#

yea I'm pretty sure I did

#

can double check

#

After checking again it adds roughly around 1ms extra compared to putting the UI canvas on main camera.
Main camera 1.7ms and UI camera 1ms with UI culling mask removed from main camera and UI camera only having UI in culling mask. UI camera is added as stack on the main camera.

When I only have main camera and UI set to display on that, it's total 1.7ms still

potent swan
#

hello, i have a small problem with Localization.
I can't find the String Table Collection

mortal robin
potent swan
#

alright thanks

cerulean rock
#

im trying to make a messaging app and i want to position incoming messages on left and outgoing messages on right like real messaging apps but i couldnt find a solution for that can anyone help?

steep warren
cerulean rock
#

didnt work

meager basin
#

Hello, I just finished a game jam, and am really happy with my final game, so I decided to keep working on it and try to make a full release for it. As I was making a list of things I want to change between the jam and full version of the game, I noticed that the UI was sort of ugly, and I want to change it, but I have no idea where to start. If anyone has any suggestions, please let me know how I can improve this! Thanks!

cerulean rock
clear pulsar
#

Two split elements, and if you add a message to one it adds a blank space to the other
Example
Message on left. _____
_____. Message on the right
Two loops can be used to do this

cerulean rock
clear pulsar
#

Then calculate offset and add that to the positioning

wise temple
#

hey, just curious how would u guys rate this start menu UI i have and any feedback/improvements for me so i can make it better?

steep warren
steep warren
#

the contrast is kinda worse there

wise temple
#

i think ill just sketch for a better one then

edgy plaza
# wise temple here is the revised one

Imo Background panel should be black and set high value for alpha and add labels for buttons it can be in right or bottom like

🏆 LEADERBOARD

. 🏆
LEADERBOARD

if u gonna use bottom label set size small

#

And color icon isnt visible well u can move it to middle of capsule icon and set color cyan or black

wise temple
wise temple
#

i made 2 versions and i dunno which one fits more now

edgy plaza
edgy plaza
midnight gust
#

How do I make my 3d text (tmpro) lit ie responsive to real-time lighting

frigid bone
#

so, I have this image that I want to scale according to the contents, but I'm not sure what settings to apply. If I select preferred size vertical, it defaults to the actual preferred size of the image, but I only want it to care about the contents

wise temple
#

so ig ill make the button bigger horizontally?

gritty flax
#

does anyone know where to find the font import settings?

#

my ui stopped appearing and the error message is telling me to check the font import settings but I can't find them and the manual doesn't say either

static ice
#

Is it possible to implement a sort of custom UI component (In this case a 2 dimensional slider) into an editor script (as in have one of the fields be dictated by the two return values of a custom 2 dimensional slider)?

mortal robin
static ice
mortal robin
versed vortex
#

Hey fellas, how does one make a basic UI that literally just shows player hearts, and movement speed, and how do I organize all that assuming I have a playerstats script and movement script so that I can already extract player HP and speed rate?

versed vortex
#

I have managed to get speed tracking working, but how to set up a basic health bar evades me

midnight gust
#

How do I make my 3d text (tmpro) lit ie responsive to real-time lighting

low pike
low pike
midnight gust
#

And I can't change it

midnight gust
#

It's uses tmpro/distance field as the mtrl

#

Nvm i found thetmpro mtrl to use

sonic citrus
#

any tips to make the ui more proffesional or just overall better looking

edgy plaza
#

ui looks so simple