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image/svg+xml Xbox Logo Skip to main content RUNTIME LEVEL DESIGN Community Showcases Asset-Store-Assets 1. Products 2. Solutions 3. Resources 4. Community 5. Learn 6. Support Log In * * * Discussions Home * Search * Latest Topics * Top Topics * Bookmarks * More Community Links * Blog * Issue Tracker * Learn * Documentation * Unity Asset Store * User Groups * Advocates * Unity Pulse * Events * Creator Spotlight * Made with Unity * Play * LinkedIn * YouTube * X * Discord * Instagram * Twitch Quick Links * Getting Started * Learn Content * Technical Articles * Community Showcases * News & General Discussion * All categories Tags * Broken Code Format * Broken Image * Broken Link * All tags We’re announcing experimental support for Android XR! Start creating today . More info here You have selected 0 posts. select all cancel selecting 61.4k views 104 likes 5 links 121 users 348 45 28 23 12 read 199 min Top replies Jan 2016 807 / 808 Dec 14 4h ago XGT08 May 19 jh092: > Hi Andrew, > > I have just started getting the snap to grid side of things working and have > found out that the grid needs to be visible for grid snapping to work, fairly > logical I would say. My use-case though, I don’t need the grid visible at all, > so for now have just made the grid color transparent. This works fine but was > wondering if there is a better way, or could you point me to where in the code > I could perhaps change the grid snapping to not require the grid being visible > (if that’s even possible)? > > thanks either way and best wishes > > John Hello, This arrangement was intentional. the Is visible toggle acts more like an active toggle. And the alpha value controls visibility but keeps the grid functional. However, if you change that if you like. In the RTScene file, you will find the following function: If you comment the first line: if (!RTSceneGrid.Get.Settings.IsVisible) return null; You will be able to snap to the grid even if you uncheck the Is visible toggle. Hope this helps, Andrew jh092 May 19 Thanks so much Andrew. whkona May 22 Hi There, I have built a new DB and a UI to drag items into the scene. It all works well but when I let go of the mouse ( OnPointerUp), the newly created gameObject is still attached to the mouse. When I make the new prefab, I call RTObjectSelection.Get.BeginObjectToObjectSnapSession(); and everything works as expected and it moves around with the cursor. But my pointer is still down. When I let go of the mouse, the new prefab is not released. What I am hoping to do is call a native method that would leave the item where it is and fully selected when I release the mouse button. Can you think of a Method I could call or a variable I could change to release the mouse from the new object? I apologize if that is not clear. Let me know if you need more details. Thanks in advance. whkona May 22 By the way, I am getting the callback of OnPointerUp() from the drag-in function in the UI. So I just need to know what I can call to release the mouse from the prefab yet keep it selected. XGT08 May 23 whkona: > By the way, I am getting the callback of OnPointerUp() from the drag-in > function in the UI. So I just need to know what I can call to release the > mouse from the prefab yet keep it selected. Hello, I have added a function to allow you to release the prefab from the snap session. You can call it like so: RTObjectSelection.Get.EndManipSession(); Please send me an e-mail at octamodius@yahoo.com and I will send you the updated package. Cheers, Andrew whkona May 23 Hi Andrew, Thanks for the custom edit. I sent you an email a few minutes ago. Thanks again. 6 months later ibyte 1 Nov 29 Hello, When an object deletion is undone - is there an event that is called? I am maintaining a list of objects and need to restore that one in the list. XGT08 Nov 29 Hello, I believe the following should do the trick: 1. Create a handler for the Undo event which operates on the objects which were restored: // OnUndoEnd implementation void OnUndoEnd(IUndoRedoAction action) { if (action is DeleteSelectedObjectsAction) { var selectedObjects = RTObjectSelection.Get.SelectedObjects; // ... Do something with selected objects (these are the objects which were deleted) } } 2. Create a handler for the RDLApp.Initialized event and register it: void OnAppInitialized() { // Register the UndoRedo handler created earlier RTUndoRedo.Get.UndoEnd += OnUndoEnd; } // Somewhere in an Awake function, register the Initialized handler void Awake() { RLDApp.Get.Initialized += OnAppInitialized; } This should work. What remains to be done is to establish the logic that goes inside the OnUndoRedo function. Hope this helps, Andrew 1 ibyte Nov 30 Thanks for the reply. I noticed something while in play mode. If I click on an object in the game view, the object and any childeren are highlighted and I can press the F key to focus on that object. If i use RTObjectSelection.Get.SetSelectedObjects(objectList, false); to select the same object, I am not able to use the F key to focus in on that object. I would like the behavior to be the same whether the object is selected by a mouse click or by code (actually clicking on a list item and then having it’s onselectionChanged method trigger the code). Suggestions? 1 Reply ibyte 2 Nov 30 On another topic I am also using private void OnSceneSelectionChanged(ObjectSelectionChangedEventArgs args) { if (args.ObjectsWhichWereSelected.Count > 0) { TreeView.SelectedItem = args.ObjectsWhichWereSelected[0]; } } The objects which are in the selected list only seem to return objects that had a meshfilter? I am only really interested in working with the topmost (parent) game object of each glb model that was added to a scene which only has a transform and some supplementary scripts added to it. Is there as setting or configuration option which would ignore all child objects and only let me work with the root game object for each scene object? Update: If i add empty to the default criteria or even just set Empty as the only criteria, then the top most object does appear in [0] but it is very hard now to select anything unless I get very close to the object. Update2: If selected items could be restricted to be children of a ObjectGroupDb entry that would also be helpful. I would also still only be interested in selecting the parent object. XGT08 Dec 1 Hello, One way to solve this would be to write this code in the Initialize handler: ObjectSelectEntireHierarchy.Get.SetActive(true); This will select the entire hierarchy of objects (not only the parent). So it’s not exactly what you are looking for, but it is closer. You can also use the PreSelectCustomize event to detect process the objects which are about to be selected and select the parent instead. More info can be found here. XGT08 1 ibyte Dec 1 It should work either way, regardless of how objects are selected. You may have selected objects which have no volume and the camera is not able to focus on them. EDIT: Ok, I’ve just read your reply again and you mentioned that the same group of objects can be selected when clicked but not when using the API. I will look into it. EDIT: Just tried this out. Works in my case, you may have clicked on the Unity UI (outside the game view) and the game view lost focus. Therefore the F key no longer worked. The game view has to have focus when using the hotkeys. ibyte 1 Dec 1 Hi Thanks for testing that. I will try in a build to make sure the gameview does not lose focus although I thought I was being careful about that. Update: Yes I still have the same issue in a build. As long as i select via a click, i can then use F to focus. Once I select from my list and I see the object highlighted I am not able to F focus. Any hints on debugging this would be appreciated. ibyte Dec 1 I have another question. It seems like the preview textures are being serialized into the scene file which bumped it up over the 100MB limit. Is this normal? Can I undo it so the textures are referenced as part of the build vs being stored in the scene file? XGT08 Dec 2 Hello, I’ve made the necessary changes to stop serializing the textures. You can send me an e-mail at octamodius@yahoo.com and I will send you the updated package. ibyte Dec 2 Email sent. Thanks 11 days later sedwist 1d I am having an issue where the Gizmos (Move, Extrude, etc…) and Selected outline are not showing in the Game View. I can see the selection box in the Scene View while testing. The Scene I am testing with is the provided RLD “Demo” Scene. What I discovered is I have to turn on Compatibility Mode for Render Graph (which disables the Render Graph) and now I can see both the Gizmos and the Selected Outline. I need to have the Render Graph enabled for what I am building. Is there a setting I missed or a conversion I can download/make myself so the RLD shaders work with the Render Graph enabled? Thanks for your assistance, Unity 6000.0.23f1 URP 17.0.3 RLD 2.3.4 XGT08 20h Hello, I’m afraid I don’t have a solution at hand for this. If your app requires Render Graph support, RLD can’t be used. You can contact me via e-mail at octamodius@yahoo.com with the invoice and I will arrange for a refund. Sorry about this, Andrew sedwist 14h Hey, appreciate the reply and the offer. I am good though. I originally started the project in Unity 2022 and RLD works great, but I needed access to the Graphics Drawer features for my final project. I will continue to use pieces of RLD in Unity6 so it would not be right to accept a refund. I will look at creating my own render graph compliant shader and see if I can tie it in via ShaderPool. Again, thanks so much for your offer and your time. 1 XGT08 4h That’s good to hear I hope you manage to get it to work! If you have any questions, please let me know. Reply NEW & UNREAD TOPICS Topic list, column headers with buttons are sortable. Topic Replies Views Activity LIST OF TOPICS On each row, a topic title, optionally a category name, again optionally few popular tags, participating users, reply count, and an anchor to last activity on same topic are listed. The row content may change per category. Zig Zag - Space shooter WIP Community Showcases MWU-Games 0 16 7d Leviathan - Open Alpha Testing on Steam Community Showcases MWU-Games 0 17 4d [Update Released] APC Military Police Vehicle Physics (Vehicle Controller) Community Showcases Asset-Store-Assets 0 10 2d WANT TO READ MORE? 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