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The modules can be used for gaming development on Unity3d.
Currently, ListBox
and ListBank
only support string
content. If the type of the content is not string
, you have to modify the code to make list display the specific type.
Possible solution: by adding generic type to ListBank.GetListContent()
and making ListBox.UpdateDisplayContent()
become a virtual
function for the derived class overriding it to get the specific type of content.
In the current version, the distribution (density) of ListBoxes is decided by the size of the screen, and adjust the distribution by changing the scale of the parent GameObject. I want to make it decided by the RectTransform.rect
of the parent GameObject. Like this:
Therefore, it's more clearly to see the layout of the ListBoxes, and I can apply different path algorithms, such as triangle path. The result in the various size of screens must be tested.
Any suggestion would be appreciated!
In Create ListBank section. First step the script should be named MyListBank.cs instead of MyListBox.cs
If starting with an empty list, _centeredBox is never initialized so when first element is added to the list, Refresh() on CircularScrollingList throws an error.
Suggested fix:
Rather than initializing candidateBox as null at the top of FindDeltaDistanceToCenter in ListPositionCtrl.cs, just initialize it as _listBoxes[0].
Hello ๐ฏ. I have some problem in my unity game. ๐ฅ When I have even number of objects circular menu always starts between two of them.
i set up the list as indicated in the instruction, but in the linear i can't scroll back with the first two button but if i scroll to the middle of the list i can scroll back one or two buttons.
also i set the align middle to true but only the first two are aligned well and the rest are not
During the development of the version 1.4.0. I tried to make this repo to be an unity custom package. However, the repo cannot be directly imported to the unity version earlier than 2018.3 (Tested in 2018.2.15).
Therefore, I am wondering that I should either make the repo keep supporting the older unity version or change it to be a package.
Thank LanKuDot it's very nice your scripts Do you think that is possible use it also with the Scroll wheel of mouse ? where I have to change the script to enabled this feautures
I've followed the tutorial however all it does it show me the button with its last number from the list.
Im using unity 2019.1.11f1
Going to the scene ControlMode and using the Function Linear example has unwanted behavior. If you keep pressing on the top button the list will eventually disappear. If you also press the top button once then try to press the bottom button the list will not move. This is in Unity URP 2019.4.32f1 and i also tried it on 2021.1.28f1
In ListBank if size of contents is zero it will encounter a infinite loop problem while executing.
Is it possible to set some custom property curves? Such as "box canvaasGroup alpha curve" "box rotation curve"
When the user slides fast, the list won't slide for only three items.
Hello, I am currently attempting to use this module for Unity3D in my game, however, I have come across an issue. Whenever I try to launch the application, it makes most of the boxes move toward the center, and displays this error message repeatedly in the console:
transform.localPosition assign attempt for 'ListBox_1' is not valid. Input localPosition is { NaN, 0.000000, 0.000000 }.
UnityEngine.Transform:set_localPosition(Vector3)
ListBox:updateXPosition() (at Assets/ListBox.cs:147)
ListBox:checkBoundaryY() (at Assets/ListBox.cs:185)
ListBox:updatePosition(Vector3) (at Assets/ListBox.cs:135)
ListBox:Update() (at Assets/ListBox.cs:101)
The items in the scene look like this (There are supposed to be 5 items):
Image of the ListBank GameObject:
Provide three touching detection mode: No limitation, on scrolling path, and only on ListBoxes.
Hi LanKuDot,
First of all thank you for this great project,
I'm trying to add this circular buttons to my main game menu, how can we use this ui menu on screen space overlay canvas.
Regards.
hi there...first thanks for the fantastic work
i realized that when you have a long list of objects to show the center box object size is not much bigger than the previous and the next object compared to a shorter list with the same parameters.
is there any work around to it?
in my case i have a list of 118 items to show in gallery and i want the center object to be bigger than the ones beside it
Hello. Is it possible to implement some scroll inertia like on this video?
https://youtu.be/q9jMS-bQmTU
Maybe I can create a touching zone for each list.
Linear mode is that the list is not a loop list. If it reaches the head or the end of the list, the circularList won't be dragged any further.
When the finger/mouse releasing position is on a ListBox, the button OnClick() will be invoked.
IntListBoxes are set inactive when initialize on Start is marked in the "CircularScrollingList".
But when it's not marked it will remain visible in the scene but uncontrollable.
Please help.
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