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4.6.2 UI layouts problems

Discussion in 'UGUI & TextMesh Pro' started by ProfPivec, Jan 30, 2015.

  1. ProfPivec

    ProfPivec

    Joined:
    Sep 21, 2012
    Posts:
    21
    I am developing with Unity Pro 4.6.1 and using the UI for login and registration panels. In 4.6.1, the login screen display perfectly as required, however when I open the project in 4.6.2, the UI is displaced to the left and down.

    After repositioning all the elements, the Ui display correctly, but then if I reopen the project (with 4.6.2) the UI is offset again. And as you can see, the slider is not even offset the same as the other elements. I have played with the anchor points, they are all entered to the canvas, but this is no help.

    I have attached screenshots from the editor, but it displays the same in the web player or standalone. These shots are of the entire screen (not cropped). Every time I reposition the elements, 4.6.2 puts them offset again - but it is correct in 4.6.1

    Any ideas please?? Suggestions???
    pic2.jpg pic1.jpg
     
  2. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    since I've already isolated the problem I think I may have a solution it does involve some scripting.
    You need to get access to the main canvas and set the pivot position by code.either In awake or start.

    sometime between patch 1 and patch 2, the cascading look-up table , that stores, sets and recalls the anchor positions , for nested canvas's, is failing, so they all, now will default back to the lower left hand corner . there's nothing you could do you ,try to save it as a prefab ,default back to those positions, but being that is the only problem ,if you can get access to those elements, put those positions back to where they are supposed to be in code, your problem should be solved.

    personally I just went back to 4. 6. 1 and I'm going to release my game with that
     
    Last edited: Jan 30, 2015
  3. ProfPivec

    ProfPivec

    Joined:
    Sep 21, 2012
    Posts:
    21
    Thanks Force, I have gone back to 4.6.1 for now so I can meet my deadlines, but I will try your fix and report back.

    However, how does the anchor position change the scale. Is the default further forward on the z axis?

    Cheers and thank for you help.
     
  4. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    Still no word on this :(

    We're three weeks from sign-off on an iOS project's final milestone, and it's not going to happen if we can't build to it.

    Not happy about the lack of communication after all the fuss last year.
     
  5. ForceVFX

    ForceVFX

    Joined:
    Jan 21, 2011
    Posts:
    612
    well, now that I look back it didn't affect the scaling, or z layer at all it was just those positions and whether it was expand or flush lelt , too many different combinations. it turned out I already had all of my canvases in public variables, because I'm Animating them, so all I had to do was look through them and go to the lowest denominator, expand all, for some reason the layouts snapped back to where they supposed to be.

    I can only imagine it as a case statement : and that all those combinations are part of that case statement and the default , if nothing matches is lower left hand corner. the value that case statement is looking for, is no longer matching so it's now going to the default, which is the lower left hand corner, that's what I noticed , that's what the evidence suggests and it should be a simple fix :)

    Patrick Force
     
    Last edited: Jan 30, 2015
  6. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    If you making a full game release i would say retest with 4.6.1patch4 at least..thing is there has been a number of F*** ups recently with the releases in terms of things fixed and new bugs created..examples include Android black screen fix, you get customers complain, you need fix for inputfield also in 4.6.2 and so on, I personally would wait for 4.6.2p1 nxt week to be safe...sorry cannot help with i lnitial issue but do research and testing..
     
  7. runevision

    runevision

    Joined:
    Nov 28, 2007
    Posts:
    1,877
    Hi. I wasn't able to find a bug report about this. Can you help me with the case number?

    Rune
     
  8. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    Hi Rune,
    I had to submit a duplicate ticket as the other (from 22nd Jan) contains private info (and no PM'ing anymore)?:

    669056

    Cheers
     
    Last edited: Feb 5, 2015
  9. runevision

    runevision

    Joined:
    Nov 28, 2007
    Posts:
    1,877
    Thanks for the bug report!

    I can reproduce this with 4.6.2. I can't reproduce it with the latest version of our code, so it must have been already fixed. I don't know exactly when it was fixed, but the fix will make it into a patch release sooner or later (hopefully sooner!).

    Rune
     
  10. Pix10

    Pix10

    Joined:
    Jul 21, 2012
    Posts:
    850
    Great news! Thanks for checking up on it, Rune.