Click Movie Dog Scene

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Lawana Stuckert

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Aug 3, 2024, 6:11:10 PM8/3/24
to trathanenul

After creating a new project to try some tutorials, this no longer works. A and D work for sideways movement, but not W and S for forward and back. However, if I hold W or S down for a few seconds, the near or far clip plane slides through my scene and hides/shows everything from view.

Read what attribute off of the event object though? On a mac a single finger tap/click on the touch pad vs a two finger tap/click (which is how I mapped right click) seems to yield the same data. isPrimary is true and both events have the same pointerId.

I have a fairly large model, with an intermittent problem - When I double click on a scene the camera starts to move to that position but then stops moving after a tiny distance. If I keep double clicking on the scene it slowly moves towards the final position in small increments but this takes forever.

I find that when I have a UI element active over a scene that when I click on the UI element (Button, Text, etc) that the click action also passes through the Canvas and is triggered on the game objects in the scene. How can I prevent that?

Then it works very, very easy, 1 click = 1 click flow trigger card, 2 clicks = 2 click flow trigger card, etc.
They will still toggle the corresponding output too, this is unfortunately not changeable, and a limitation of the device itself.

If each of your scenes uses different variables, you should easily be able to achieve your goals. The retry button that you've added can have triggers to reset all variables in the scene and jump back to the first slide in the scene (be sure this one is last so that the variables have a chance to reset).

However, it seems that they decided that closing and opening the scene window fixed the bug, but not so with me. Also note that I am on a blank project. Its been really difficult to work around this bug.

Honestly this is such an odd problem that I'm having difficulty knowing how to try and fix the problem. I also reported the bug as recommended below by NolWidmer, but even the staff who was very kind had no idea how to deal with the problem, and the advice he gave also didn't change a thing. Truly, I don't even know what more information I can give you guys because as I said I literally opened a new Unity project for the first time after reinstalling and was unable to select without first clicking on the hierarchy. Is this just a special freak case that landed with me or has this happened to anyone else?? Also I'm using a two year old Windows 8 Laptop with literally nothing installed on it but the Adobe suite and a few other game developer necessities, so my computer most likely is not the source of the problem.

Edit: a Clue??Well I was messing around with the scene and hierarchy view in full screen, and I noticed something interesting after clicking on the object in the hierarchy and moving the object in the scene view:Unfortunately my PrintScreen doesnt show the actual mouse, but as you can see the scene view acts as though I'm clicking on the object, but here at the same time I saw my real mouse off down to the right! Also while I've selected an object on the scene editor and I move my mouse off the scene window things get a bit off and the mouse will pop up on other sides of the window and so on. I don't know if that's normal and its that way for everyone or if it's just me and it might help figure out what's going on.

Man I've really been liking Unity but if this keeps up I think I'll have to drop it and find another software, because I certainly will never be able to design anything worth while if I have to select the object on the hierarchy every time for every single object.

I had similar issue while using older versions of unity (in addition inspector window lost the focus repeatedly). In my case rearraging editor windows and saving custom window layout solved it. As far as I remember, I just moved scene view outside Unity window (on the second screen) as well as hierarchy view, and saved resulting position as a new window layout.Not sure if there is anything else I can tell about it, it's pretty mysterious problem.

I'm overwhelmed with joy right now!! The problem was indeed a bug. I was working on a project and moving objects around (still using the hierarchy to select objects) and then a split second later for absolutely no reason Unity decided to start working the way it should've!!! I guess its just one of those issues where you just have to cross your fingers and hope it'll resolve itself. I'm so glad this dumb issue resolved itself because I was about to tear my hair out and succumb to using another computer for my unity design, or even worse another software. Thank you to everyone who helped!

Hello, I am trying to implement a couple of scenes in my game in order to understand them, what I am trying to do is navigate from my first scene MainMenu to a second EntryLevel when the user clicks on a play button, I have tried this which does not work:

So, the event fires up on all instances, instead of just the one that I clicked. Note that I want to understand WHY it happens, not interested in alternative walk arounds. Though I may post here my final solution later. Thanks!

This will function will be invoked on every script instance that contains it. When you click somewhere, the engine gets out its list of nodes defining an _input method and invokes each one. Nothing in this function is specific to which node you are clicking on.

Thanks, I seem to think abut the instances the same way as in general OOP, and viewed the _input() function as encapsulated object method. But it seems that it is some kind of class method after all. Unfortunately, the _on_Kinematic signal does not fire in my game, not sure why. (Any idea how to debug it, why a signal does not fire?) On small study projects what you sugested works perfectly, but not in my game. I will try to pick objects using ray casting instead.

The question is where do I place this code? Since the scene gets instantiated in the init() method, it will throw an error that scene is not defined? What I am trying to do is just change the background color of the scene. However, it either does not find the scene or if I place the event listener in the init() method then it will throw some other error.

This kind of question comes up from time to time and it can be a good way for ne developers to learn about the architecture of Slicer by looking through the source code. One way is to look for the tooltip (e.g. use git grep) and find either the code or .ui file where the GUI element is declared. From there you can get the name of the widget (in this case CenterButton) and find where it is used in the code. Here the triggered() signal is connected to the resetFocalPoint() slot. As you look at the code you can get an appreciation of the separation of GUI from Logic and MRML operations that support the scriptability.

Hi Andras, Thanks a lot.
What I do is that, load a grey image and a labeled-like image, then convert the label-like image to be segments, then those selected segments shown in 3D view to take a movie. So each time I do not want to click it again and again to adjust all those properties/features, that means, I would set all same settings for my movie.
I will follow your instruction site to go ahead. Thanks again.
Aiden

@pieper Thank you. You are right about the point you mentioned. As a new (potential) developer, I was always confused by how to control the scene/slice stuff existing there now, a good starting line for me at least. So if you guys may get a better summarized tutorial focusing on how to control the settings (existing there as we see while we open slicer), that will be really helpful for us to get started on Slicer development/application.
Thanks again.
Aiden

Posts above should have answered these questions. If you would like us to write parts of your script then please upload your current script to github and post the link here so that we can work on it together (and we may put the end result into the the script repository)

One of the first things I set up in a typical Wits session is the click track. A click is a really helpful tool on the show; I use it both as a quick reference before counting off a musical number and occasionally as a metronome when a consistent tempo is helpful. Live has a built-in metronome which is routed by default to the cue mix, but since mechanical beeps are a little less than inspiring I prefer to use clips on a dedicated track.

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I have several dimmers in my apartment installed. On few of them I use a double/triple click action. I noticed that whenever a double click is initiated from a switch also a light goes on. Is there a way to make it work same as on triple click, so that no light is triggered?

Unfortunately, I've just checked that with couple of dimmers that I have ( FGD 211 (fw. 1.9, 2.2 ) - FDG 222 (fw. 3.5) and this does not work as you said. Can you check what version of Dimmer and fw do you use?

In my case disabling double click action on parameter 23 simply does not triger any scene on those dimmers. I also found that with FDG211 fw 1.9 double and triple click activates the light. This is annoying.

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