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Runtime Editor

Discussion in 'Assets and Asset Store' started by Vadim-Andriyanov, May 9, 2017.

  1. FSIL

    FSIL

    Joined:
    Nov 19, 2020
    Posts:
    6
    it is running with hdrp but not saving anything
     
  2. 3dmars

    3dmars

    Joined:
    Jan 3, 2016
    Posts:
    54
    Hi @Vadim-Andriyanov ,

    EDIT (regarding the next paragraphs): It seems that PositionHandle wasn't displayed because it needs your HighQuality_UniversalRenderPipelineAsset set in Graphics and Quality settings, which is written in your doc at: http://rteditor.battlehub.net/urp-support/ . After this change, TransformHandles must be added to RTEditor_URP demo. I will remove the information on PositionHandle not being displayed.

    There doesn't seem to be a working demo for URP in the package "Runtime Transform Handles" (version 2.26, released on Mar 8, 2021). Could you please provide one, at least a basic one? I just need basic functionality in my URP project - e.g. to be able to use the PositionHandle to move an object in the game view. I don't need a separate scene view - I want to move objects in the game view.

    EDIT: After setting HighQuality_UniversalRenderPipelineAsset in Graphics and Quality settings, I can see PositionHandle, but I can't see any selection as on the video. I suspect that it is related to the second renderer that is missing in HighQuality_UniversalRenderPipelineAsset - see the image. In Runtime Editor it is set to SelectionPickerRenderer, but in the package Runtime Transform Handles it is missing and Unity displays a warning because of that:

    ScriptableRendererMissing.png

    I was testing it with Unity 2020.3.12f1. In order to reproduce it, you need to add a URP project and install only the Runtime Transform Handles plus the included RTHandles_URP package.

    After opening RTEditor_URP demo, I can see that the prefabs EditorExtensions and CreateEditorUI are missing. I have purchased also the Runtime Editor, so I know that those prefabs are in the Runtime Editor package. And this demo works to some extent with Runtime Editor (but textures are pink with URP), but not with Runtime Transform Handles only.

    RuntimeTransformHandlesRTEditor_URP_Demo.png

    Besides, in my own URP project, when I was trying to use RuntimeSelectionCompnent, I was getting an exception because of canvas=null in RaycastUIObjects(). In the line "Canvas canvas = raycaster.GetComponent<Canvas>();", canvas can be null if e.g. you have PhysicsRaycaster and there is no Canvas in the same object. Temporarily, I have fixed it myself, but I don't know if it's done correctly. Please let me know how to correct this.

    Thank you in advance.
     
    Last edited: Jul 1, 2021
    pojoih likes this.
  3. Gaffe

    Gaffe

    Joined:
    Jul 13, 2017
    Posts:
    5
    When I have this asset in my scene, all my other mouse inputs scripts stop working. The asset seems to take complete control of my mouse, and when I tell it to stop reading inputs, it stops reading inputs for my entire project. I'm scouring the source code to find out how to tell tell it to stop taking complete control of my mouse, but I can't seem to find the magic line that allows me to toggle this on and off at runtime.

    If RTE initializes, then I lose the ability to detect mouse interaction for any script that isnt apart of RTE. Why is this and how do I stop it?

    edit: Found the solution on my own. Turns out I just needed to run this:
    m_editor.IsOpened = false;
    to toggle it. I had purchased the lite version Runtime Transform Handles, so I didn't understand how the system it was fully apart of worked, so I started looking more at that end of the code. This page answered all my questions: http://rteditor.battlehub.net/infrastructure/#irte-interface
     
    Last edited: Jul 1, 2021
    Stormer2020 likes this.
  4. FSIL

    FSIL

    Joined:
    Nov 19, 2020
    Posts:
    6
    When I am building your example scene in HDRP version 10.2.2 and Unity version 2020.2.1f1
    Inspector window not showing anything
    Working fine in unity editor only and with build i facing below error
    Please help

    ExecutionEngineException: Attempting to call method 'Battlehub.RTSL.Project`1<System.Int64>::GetValue<Battlehub.RTSL.Interface.RuntimeTextAsset>' for which no ahead of time (AOT) code was generated. Battlehub.RTEditor.LayersEditor+<CoLoadLayer>d__14.MoveNext () (at <00000000000000000000000000000000>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)
    UnityEngine.Object.Instantiate[T] (T original) (at <00000000000000000000000000000000>:0)
    Battlehub.RTEditor.InspectorView.CreateEditor () (at <00000000000000000000000000000000>:0)
    Battlehub.UIControls.DockPanels.TabEventArgs.Invoke (Battlehub.UIControls.DockPanels.Tab sender) (at <00000000000000000000000000000000>:0)
    Battlehub.RTCommon.RuntimeSelection.SetObjects (UnityEngine.Object[] value) (at <00000000000000000000000000000000>:0)
    Battlehub.RTCommon.RuntimeSelection.Select (UnityEngine.Object activeObject, UnityEngine.Object[] selection) (at <00000000000000000000000000000000>:0)
    Battlehub.RTCommon.RuntimeUndo.ApplySelection (Battlehub.RTCommon.RuntimeUndo+SelectionState state, Battlehub.RTCommon.IRuntimeSelection selection) (at <00000000000000000000000000000000>:0)
    Battlehub.RTCommon.UndoRedoCallback.Invoke (Battlehub.RTCommon.Record record) (at <00000000000000000000000000000000>:0)
    Battlehub.RTCommon.RuntimeUndo.Select (Battlehub.RTCommon.IRuntimeSelection selection, UnityEngine.Object[] objects, UnityEngine.Object activeObject) (at <00000000000000000000000000000000>:0)
    Battlehub.RTCommon.RuntimeSelection.set_objects (UnityEngine.Object[] value) (at <00000000000000000000000000000000>:0)
    Battlehub.RTCommon.RTEBase.RegisterCreatedObjects (UnityEngine.GameObject[] gameObjects, System.Boolean select) (at <00000000000000000000000000000000>:0)
    Battlehub.RTEditor.IRuntimEditorExt.AddGameObjectToScene (Battlehub.RTCommon.IRTE editor, UnityEngine.GameObject go) (at <00000000000000000000000000000000>:0)
    Battlehub.RTEditor.GameObjectCmd.Exec (System.String cmd) (at <00000000000000000000000000000000>:0)
    System.Action`1[T].Invoke (T obj) (at <00000000000000000000000000000000>:0)
    UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <00000000000000000000000000000000>:0)
    UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <00000000000000000000000000000000>:0)
    UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1].Invoke (T1 handler, UnityEngine.EventSystems.BaseEventData eventData) (at <00000000000000000000000000000000>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)
    UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) (at <00000000000000000000000000000000>:0)
    UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) (at <00000000000000000000000000000000>:0)
    UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) (at <00000000000000000000000000000000>:0)
    UnityEngine.EventSystems.StandaloneInputModule.Process () (at <00000000000000000000000000000000>:0)
    UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0)
    UnityEngine.Object:Instantiate(T)
    Battlehub.RTEditor.InspectorView:CreateEditor()
    Battlehub.UIControls.DockPanels.TabEventArgs:Invoke(Tab)
    Battlehub.RTCommon.RuntimeSelection:SetObjects(Object[])
    Battlehub.RTCommon.RuntimeSelection:Select(Object, Object[])
    Battlehub.RTCommon.RuntimeUndo:ApplySelection(SelectionState, IRuntimeSelection)
    Battlehub.RTCommon.UndoRedoCallback:Invoke(Record)
    Battlehub.RTCommon.RuntimeUndo:Select(IRuntimeSelection, Object[], Object)
    Battlehub.RTCommon.RuntimeSelection:set_objects(Object[])
    Battlehub.RTCommon.RTEBase:RegisterCreatedObjects(GameObject[], Boolean)
    Battlehub.RTEditor.IRuntimEditorExt:AddGameObjectToScene(IRTE, GameObject)
    Battlehub.RTEditor.GameObjectCmd:Exec(String)
    UnityEngine.EventSystems.EventSystem:Update()
     
  5. ispajic

    ispajic

    Joined:
    Jun 5, 2021
    Posts:
    1
    Hey, great work! Quick question: is there a way to constrain the position Y to 0, so users can't move objects below ground level?
    *EDIT. Actually, let me rephrase that: I've tried settting a rigid body with collider as floor. The issue is that the positioner allows my object to enter the rigid body before catapulting it back out. Is there a fix for this?
     
    Last edited: Jul 15, 2021
  6. MarkusFynd

    MarkusFynd

    Joined:
    Jan 24, 2019
    Posts:
    4
    Hello @Vadim-Andriyanov !
    I've bought the Runtime Transform Handles plugin, mostly for the in-game gizmo functionality. It's working great, however, I've noticed that under the RTE object in the scene there is a SceneWindow object (RTE > UI > SceneWindow) that has an Image component that spans the whole screen. This makes it so all world space canvases does not work, because the SceneWindow's image component is above. Is this intentional, and is there a fix/workaround? Should I just simply activate/deactivate this object when toggling the gizmo on and off?
     
  7. ganesh-mune

    ganesh-mune

    Joined:
    Feb 13, 2013
    Posts:
    3
    Can we use this package to support the ECS as well? I want to use this to display the entities hierarchy and to change its some component values?
     
  8. geolee

    geolee

    Joined:
    Jul 18, 2017
    Posts:
    8
    Does it support vr controllers using ray pointer?
    If using it in vr, what should i pay attention to?
     
  9. tapticc

    tapticc

    Joined:
    Jan 16, 2014
    Posts:
    379
    Is this a dead asset now?
     
    AlanMattano, ughost123 and kopanz like this.
  10. AcKeskin

    AcKeskin

    Joined:
    Oct 8, 2020
    Posts:
    27
    Hello @Vadim-Andriyanov, I am currently working on a project that I need the users to be able to create and use their own animations. From the video I saw that we can make some basic animations, I'd like to know if we can extend that feature or can we use some other assets with it such as animation rigging ? Also I need only one window (animation editing), at least for now, can I show to the users only animation editing related parts but not other parts/windows.

    Thanks in advance.
     
    Last edited: Oct 14, 2021
  11. filmengineers

    filmengineers

    Joined:
    May 14, 2019
    Posts:
    2
    Did you find a solution yet?
     
  12. khos

    khos

    Joined:
    May 10, 2016
    Posts:
    1,492
    Hi, so here you say this asset can run on mobile? Or is it only PC desktop supported?
     
  13. Zenithin

    Zenithin

    Joined:
    Jun 7, 2016
    Posts:
    35
    Hey , I cannot see any transform gizmos on the webgl build with URP how to solve that?

    It says LineBillboard Shader not works on this GPU.
    Is there a way to sort it up.
     
    Last edited: Nov 25, 2021
  14. danielmalencar2011

    danielmalencar2011

    Joined:
    Nov 9, 2021
    Posts:
    1
    How to import prefabs created with Runtime Editor to Unity Editor?
     
  15. bj-vorld

    bj-vorld

    Joined:
    Jul 2, 2021
    Posts:
    1
    Version:3.5
    MissScript
    upload_2022-1-26_20-0-55.png
     

    Attached Files:

    Stormer2020 likes this.
  16. sivabalan93

    sivabalan93

    Joined:
    Dec 5, 2017
    Posts:
    5
    Does this asset supports webgl platform?
     
  17. devnullicus

    devnullicus

    Joined:
    Jan 6, 2021
    Posts:
    5
    I'm trying to get the virtualizing tree view to work and my code follows the example, so far as I can tell. My Scene contains the VirtualizingTreeView object as a child of a UI Panel with a RectTransform that SEEMS fine. However, as soon as the code gets to the line where I set mTreeView.Items = myListOfItems, I get an exception and nothing shows up in my treeview:

    NullReferenceException: Object reference not set to an instance of an object
    Battlehub.UIControls.VirtualizingScrollRect.get_ContainerSize () (at Assets/Battlehub/RTEditor/Runtime/UIControls/VirtualizingTreeView/VirtualizingScrollRect.cs:274)
    Battlehub.UIControls.VirtualizingScrollRect.get_PossibleItemsCount () (at Assets/Battlehub/RTEditor/Runtime/UIControls/VirtualizingTreeView/VirtualizingScrollRect.cs:252)
    Battlehub.UIControls.VirtualizingScrollRect.get_VisibleItemsCount () (at Assets/Battlehub/RTEditor/Runtime/UIControls/VirtualizingTreeView/VirtualizingScrollRect.cs:241)
    Battlehub.UIControls.VirtualizingScrollRect.get_RoundedIndex () (at Assets/Battlehub/RTEditor/Runtime/UIControls/VirtualizingTreeView/VirtualizingScrollRect.cs:191)
    Battlehub.UIControls.VirtualizingScrollRect.set_Items (System.Collections.IList value) (at Assets/Battlehub/RTEditor/Runtime/UIControls/VirtualizingTreeView/VirtualizingScrollRect.cs:104)
    Battlehub.UIControls.VirtualizingItemsControl.SetItems (System.Collections.IEnumerable value, System.Boolean updateSelection) (at Assets/Battlehub/RTEditor/Runtime/UIControls/VirtualizingTreeView/VirtualizingItemsControl.cs:712)
    Battlehub.UIControls.VirtualizingItemsControl.set_Items (System.Collections.IEnumerable value) (at Assets/Battlehub/RTEditor/Runtime/UIControls/VirtualizingTreeView/VirtualizingItemsControl.cs:654)
    Apocalypse.UI.NewGameSetupView.OnEnable () (at Assets/Scripts/UI/Pages/NewGameSetupView.cs:118)
    UnityEngine.GameObject:SetActive(Boolean)
    Apocalypse.UI.MainMenuView:OnClick_NewGameButton() (at Assets/Scripts/UI/Pages/MainMenuView.cs:69)
    UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:385)

    Am I missing something somewhere?
     
  18. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    9,490
    Any tips on how to implement search for the TreeView asset? (filter list based on string)
    i guess could just replace the datalist with my own filtered new list everytime?

    also, how to scroll to currently selected item? (if its outside of current scroll view)
     
    Last edited: Feb 10, 2022
  19. LoneSurvivor82_1

    LoneSurvivor82_1

    Joined:
    Jul 6, 2021
    Posts:
    9
    Hi Vadim,
    in the virtualizing tree view there is a bool named CanReorder. Is it possible, to set this property to a specified item in the tree only? There is one object in my tree which should be always on root level and not be possible to move it below other objects and vice versa.
     
    Last edited: Feb 16, 2022
  20. bomin_01

    bomin_01

    Joined:
    Mar 25, 2020
    Posts:
    6
    Hi, I try to use RTEditor Importer to Import .gltf file.
    Mesh, material and texture can be Imported, but model has no animation.
     
  21. LeCommandeur

    LeCommandeur

    Joined:
    Jan 9, 2014
    Posts:
    7
    Hi,
    Is there a way to create a Monobehaviour script in the Unity Editor that we could then add as a component on a GameObject in Runtime Editor? It is possible to create a script INSIDE Runtime Editor ans use it there but this is not what I want. I want to create a script offline in the Unity Editor and then use it in Runtime Editor.

    If anyone knows how to do so then any help would be greatly appreciated!
     
    Lun47 likes this.
  22. MagicK47

    MagicK47

    Joined:
    Sep 5, 2017
    Posts:
    30
    I used The Runtime Transform Handles and found a problem with BoxSelection ,when I placed the script ExposeToEditor on an object that had a mesh Renderer component. But if I put it on an empty object, its child has a model and mesh renderer, BoxCollider, etc., and I set the Bounds Object in the ExposeToEditor to its child. At this point, BoxSelection cannot select it, regardless of which mode is used.
     

    Attached Files:

  23. tigerwoodsisao

    tigerwoodsisao

    Joined:
    Mar 8, 2015
    Posts:
    17
    Does RunTimeEditor support the New Input System?
     
    yuanbo666 likes this.
  24. Pilltech101

    Pilltech101

    Joined:
    Jul 25, 2014
    Posts:
    35
    How do you Use RuntimeTool.Custom ?
     
    Stormer2020 likes this.
  25. l8njacobs

    l8njacobs

    Joined:
    Dec 12, 2016
    Posts:
    5
    How do I implement a runtime delete/destroy function for the selected Game Object?
     
  26. Juceisluce

    Juceisluce

    Joined:
    Nov 4, 2012
    Posts:
    6
    Has anyone tried to use Vadim's Edit Splines or Mesh Deformer with this? These are both pretty dated at this point. Any sugestions for run-time spline creation and editing?
     
    Last edited: Jun 5, 2022
  27. Paloo

    Paloo

    Joined:
    Sep 23, 2020
    Posts:
    10
    @Vadim-Andriyanov is it possible to install assets from the asset store to use in Runtime? Thank you. If not, will there be future support?
     
  28. insominx

    insominx

    Joined:
    Jan 23, 2012
    Posts:
    32
    This appears to be hard-code to use the old input system. How could make this work using a different input module? Ideally, I would like to use this in the Hololens with the MixedRealityInputModule.
     
  29. gtk2k

    gtk2k

    Joined:
    Aug 13, 2014
    Posts:
    291
    Has anyone been able to add .glb or .fbx files to the runtime editor?
    I tried writing code like the following, but it doesn't work.

    Code (CSharp):
    1. var go = new GameObject();
    2. go.AddComponent<ExposeToEditor>();
    3. AssetLoader.LoadModelFromFile(Path.Combine(Application.streamingAssetsPath, "AntiqueCamera.glb"), wrapperGameObject: go);
    4. var rtProject = IOC.Resolve<IProject>();
    5. var previewUtility = IOC.Resolve<IResourcePreviewUtility>();
    6. byte[] preview = previewUtility.CreatePreviewData(go);
    7. yield return rtProject.Save("AntiqueCamera", go, preview);
    8. Destroy(go);
    9.  
    10. var ao = rtProject.Load<GameObject>("AntiqueCamera");
    11. yield return ao;
    12.  
    13. if (!ao.Error.HasError)
    14. {
    15.     Instantiate(ao.Result[0]);
    16. }
     
  30. gtk2k

    gtk2k

    Joined:
    Aug 13, 2014
    Posts:
    291
    The problem has been resolved.
    .glb files can now be added to the Runtime Editor.


    Code (CSharp):
    1. using Battlehub.RTCommon;
    2. using Battlehub.RTSL.Interface;
    3. using System.Collections;
    4. using System.IO;
    5. using TriLibCore;
    6. using UnityEngine;
    7.  
    8. public class RuntimeModelLoader : MonoBehaviour
    9. {
    10.     public void Load()
    11.     {
    12.         var opt = AssetLoader.CreateDefaultLoaderOptions();
    13.         opt.GenerateColliders = true;
    14.         opt.AddAssetUnloader = false;
    15.         var wrapperGO = new GameObject();
    16.         wrapperGO.SetActive(false);
    17.         AssetLoader.LoadModelFromFile(Path.Combine(Application.streamingAssetsPath, "AntiqueCamera.glb"), onLoad: OnLoad, onMaterialsLoad: (ctx) =>
    18.         {
    19.             OnMaterialLoad(ctx, wrapperGO);
    20.         }, wrapperGameObject: wrapperGO, assetLoaderOptions: opt);
    21.     }
    22.  
    23.     private void OnLoad(AssetLoaderContext ctx)
    24.     {
    25.         var goScene = ctx.RootGameObject.transform.Find("Scene").gameObject;
    26.         goScene.SetActive(false);
    27.     }
    28.  
    29.     private void OnMaterialLoad(AssetLoaderContext ctx, GameObject wrapperGO)
    30.     {
    31.         StartCoroutine(modelLoadProcess(ctx, wrapperGO));
    32.     }
    33.  
    34.     private IEnumerator modelLoadProcess(AssetLoaderContext ctx, GameObject wrapperGO)
    35.     {
    36.         var goScene = ctx.RootGameObject.transform.Find("Scene").gameObject;
    37.         goScene.name = "AntiqueCamera";
    38.         wrapperGO.transform.DetachChildren();
    39.         Destroy(wrapperGO);
    40.         ctx.RootGameObject.transform.DetachChildren();
    41.         ctx.RootGameObject.transform.position = Vector3.zero;
    42.         goScene.transform.position = Vector3.zero;
    43.         Destroy(ctx.RootGameObject);
    44.  
    45.         var rteProject = IOC.Resolve<IProject>();
    46.  
    47.         var i = 0;
    48.         foreach (var mat in ctx.LoadedMaterials)
    49.         {
    50.             rteProject.Save($"Material/AntiqueCamera_{i}", mat.Value);
    51.             i++;
    52.         }
    53.  
    54.         var previewUtility = IOC.Resolve<IResourcePreviewUtility>();
    55.         var preview = previewUtility.CreatePreviewData(goScene);
    56.         yield return rteProject.Save("AntiqueCamera", goScene, preview);
    57.  
    58.         Destroy(goScene);
    59.     }
    60. }
    61.  
     
  31. Tadanorio

    Tadanorio

    Joined:
    Nov 22, 2019
    Posts:
    1
    Hello @Vadim-Andriyanov, I purchased this asset and am using it in Unity 2021.3.2f1.
    Box selection is not working correctly for Cubeman in the Demo scene. If you box-select Cubeman and drag the Translation handle, the handle will move, but Cubeman will not (Please see an attached image).
    Cubeman has a child. And rectangle selection doesn't seem to work on such gameobjects.
    Please let me know if you have any information.
     

    Attached Files:

  32. imagees

    imagees

    Joined:
    Nov 16, 2020
    Posts:
    3
    is there a way to duplicate the selected objects? I tried ctr+D but doesn't seem to do anything in my webgl build
     
  33. NeptuneEarth

    NeptuneEarth

    Joined:
    Dec 20, 2020
    Posts:
    15
    I think that Ctrl+D works, but it's also the default shortkey for add to bookmark as well.
    Try moving the duplicated object (it must be overlapping the selected one)
     
  34. imagees

    imagees

    Joined:
    Nov 16, 2020
    Posts:
    3
    thanks for the help, I see the add bookmark window pop up, but I dont see the duplicated object, even when I check for an overlapping object there's only one
     
  35. NeptuneEarth

    NeptuneEarth

    Joined:
    Dec 20, 2020
    Posts:
    15
    Try Ctrl+Shift+D then!
     
  36. ScottPeal

    ScottPeal

    Joined:
    Jan 14, 2013
    Posts:
    61
    Pre-sales question:

    - Can I comment-out or hide features I don't what users to see?
    - Is source code included?
    - Can I populate the available prefabs from my Asset storage solution which uses URL?
     
    athenspire and troynall like this.
  37. unityuserunity85496

    unityuserunity85496

    Joined:
    Jan 9, 2019
    Posts:
    89
    @Vadim-Andriyanov
    Q's:
    1: I am seeing a lot of RTSLIgnore scripts in the demo scenes attached to the Event System and other objects, did these replace something? Ex: Scene1 - Minimal EventSystem has 7 attached. DemoEditor has 1 attached and so on.

    2: How or where are the docs to set the starting game cameras direction rotation and position without animation?

    3: Say I want put some events into the position action of the position transform gizmo to say make a custom snapping grid game. Do I need to fork some script or is there a stack I can inject to.

    Note: All of your example scripts namespaces for each example scene are one number ahead
    ex: namespace Battlehub.RTEditor.Examples.Scene34 is in scene 33
     
    Last edited: Nov 16, 2022
  38. Lun47

    Lun47

    Joined:
    Jul 6, 2019
    Posts:
    4
    I got two issues:

    How to add a custom MonoBehaviour script to the RTE INSIDE GameObject ?
    I can not find the script in the "Add Component" List.

    Is it normal when i change a Collider Component 's Is Trigger On or Off with no Effect ?
    It always show that it worked only with IsTrgger Off , switch the toggle will never work.

    Thanks in advance.
     
  39. creat327

    creat327

    Joined:
    Mar 19, 2009
    Posts:
    1,756
    is it possible to create a home/root object and that the editor uses it as the base for everything? I don't want gameobjects, lights and everything to be around my unity scene. I would like to create a gameobject, something like "editorHome" and then everything I add or remove at runtime editor is added/removed using that as the parent.
    At the same time, I don't want "editorHome" to gameobject to be visible, only the children.
     
  40. ChaosRobin

    ChaosRobin

    Joined:
    Mar 28, 2013
    Posts:
    58
    Hey, I want to use this asset as a mod authoring tool, does anyone know if its possible to export scenes and files edited by runtime editor to other copies of the same game?
     
  41. VincentBoutin

    VincentBoutin

    Joined:
    Sep 16, 2022
    Posts:
    1
    Hello, I am currently facing the same problem. Also in my case, removing the "magicScrollFix" seems to be a fix.
    Did you get any further information about this ?
    Or does anyone know what is the exact purpose of this "magicScrollFix"?

    Thanks
     
  42. creat327

    creat327

    Joined:
    Mar 19, 2009
    Posts:
    1,756
    mgear likes this.
  43. BaltaRed

    BaltaRed

    Joined:
    Oct 14, 2018
    Posts:
    2
    I would like to know if it has support or if it will implement support for the new input system?
     
  44. AlanMattano

    AlanMattano

    Joined:
    Aug 22, 2013
    Posts:
    1,501
    Hello Vadim,

    I want to install it for the first time.
    • What rendering type is more stable and fully compatible by default with fewer bugs? Defout, URP, or HDRP?
    • Which LTS version of Unity do you suggest starting with? To make it stable.
    Thx!!!!!
     
    Last edited: Mar 21, 2023
  45. AlanMattano

    AlanMattano

    Joined:
    Aug 22, 2013
    Posts:
    1,501
    Create a new project using Unity 2019 LTS and 3D default rendering.
    I did not know how to deal with TextMesh Pro, which is already pre-installed in the package manager.
     
  46. AlanMattano

    AlanMattano

    Joined:
    Aug 22, 2013
    Posts:
    1,501
    Did you try to ask gpt4 that question?

    Well, I ask OpenAi GPT4 and here is the result:

    Yes, one way to implement search for a TreeView asset in Unity is to filter the list based on a string. Here's an example of how you can do that:

    Code (CSharp):
    1. using System.Collections.Generic;
    2. using UnityEngine;
    3. using UnityEngine.UI;
    4.  
    5. public class TreeViewSearch : MonoBehaviour
    6. {
    7.     public InputField searchInput;
    8.     public RectTransform treeViewContent;
    9.     public GameObject treeViewItemPrefab;
    10.  
    11.     private List<TreeViewItem> treeViewItems = new List<TreeViewItem>();
    12.  
    13.     public void FilterTreeView()
    14.     {
    15.         // Get the search string
    16.         string searchString = searchInput.text.ToLower();
    17.  
    18.         // Loop through all TreeViewItems and activate/deactivate based on the search string
    19.         foreach (TreeViewItem item in treeViewItems)
    20.         {
    21.             if (item.text.ToLower().Contains(searchString))
    22.             {
    23.                 item.gameObject.SetActive(true);
    24.             }
    25.             else
    26.             {
    27.                 item.gameObject.SetActive(false);
    28.             }
    29.         }
    30.     }
    31.  
    32.     public void ScrollToSelectedItem(TreeViewItem selectedItem)
    33.     {
    34.         // Get the selected item's RectTransform
    35.         RectTransform selectedItemRect = selectedItem.GetComponent<RectTransform>();
    36.  
    37.         // Check if the selected item is outside of the current scroll view
    38.         if (!RectTransformUtility.RectangleContainsScreenPoint(treeViewContent, selectedItemRect.position))
    39.         {
    40.             // Scroll the content to the selected item
    41.             float selectedItemY = selectedItemRect.localPosition.y;
    42.             float contentHeight = treeViewContent.rect.height;
    43.             float contentY = Mathf.Clamp(selectedItemY, 0f, contentHeight);
    44.             Vector2 newPosition = new Vector2(treeViewContent.localPosition.x, contentY);
    45.             treeViewContent.localPosition = newPosition;
    46.         }
    47.     }
    48.  
    49.     private void Start()
    50.     {
    51.         // Instantiate TreeViewItems from prefab and add to list
    52.         for (int i = 0; i < 10; i++)
    53.         {
    54.             GameObject itemObject = Instantiate(treeViewItemPrefab, treeViewContent);
    55.             TreeViewItem item = itemObject.GetComponent<TreeViewItem>();
    56.             item.text = "Item " + i;
    57.             treeViewItems.Add(item);
    58.         }
    59.     }
    60. }
    61.  
    In this example, the FilterTreeView method filters the TreeViewItems based on a search string entered into an InputField. It loops through all TreeViewItems and activates/deactivates them based on whether they contain the search string in their text property.

    The ScrollToSelectedItem method scrolls the TreeView content to the selected TreeViewItem if it is outside of the current scroll view. It uses the RectTransformUtility.RectangleContainsScreenPoint method to check if the selected item is within the content's bounds, and if not, it calculates the new position for the content based on the selected item's position.

    Note that this example assumes that the TreeViewItems are instantiated as child objects of a RectTransform, and that the text property of each TreeViewItem is used for filtering. You may need to modify the script to fit your specific use case.

    I hope this helps! Let me know if you have any further questions.


    JAJAJA LOL let us know if work
     
    Last edited: Mar 22, 2023
    DavidLe360 likes this.
  47. Karslee_

    Karslee_

    Joined:
    Nov 23, 2022
    Posts:
    1
     
  48. Stormer2020

    Stormer2020

    Joined:
    Sep 14, 2020
    Posts:
    92
    Hi~ Did you fixed this? I have same question.
     
  49. Stormer2020

    Stormer2020

    Joined:
    Sep 14, 2020
    Posts:
    92
    Hi~ Did you fixed this? I have same question.
    I just remove the missing script from URP prefab. Seems working.
     
    Last edited: May 4, 2023
  50. Stormer2020

    Stormer2020

    Joined:
    Sep 14, 2020
    Posts:
    92
    Thank you so much, it works!
     
    Last edited: May 4, 2023