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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.







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