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<title>MaterialUI Support - Recent questions and answers</title>
<link>http://materialunity.com/support/qa</link>
<description>Powered by Question2Answer</description>
<item>
<title>Answered: VectorImage not showing after upgrading from unity 2019.1.1f1 to 2019.1.6f1</title>
<link>http://materialunity.com/support/803/vectorimage-showing-after-upgrading-from-unity-2019-2019-6f1?show=805#a805</link>
<description>&lt;p&gt;So the guys at Unity decided to change Text.cs:&amp;nbsp; (check line 662 and 663)&lt;/p&gt;

&lt;p&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;https://bitbucket.org/Unity-Technologies/ui/diff/UnityEngine.UI/UI/Core/Text.cs?at=2019.1&amp;amp;diff1=28f4329b9eb304649431d883750b5a96b62debeb&amp;amp;diff2=31cbc456efd5ed74cba398ec1a101a31f66716db&quot;&gt;https://bitbucket.org/Unity-Technologies/ui/diff/UnityEngine.UI/UI/Core/Text.cs?at=2019.1&amp;amp;diff1=28f4329b9eb304649431d883750b5a96b62debeb&amp;amp;diff2=31cbc456efd5ed74cba398ec1a101a31f66716db&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Which means that we now have to change VectorImage.cs too:&lt;/p&gt;

&lt;p&gt;In&lt;/p&gt;

&lt;pre style=&quot;color: rgb(32, 32, 32); font-family: Consolas;&quot;&gt;
protected override void OnPopulateMesh(VertexHelper toFill)&lt;/pre&gt;

&lt;p&gt;We need to change this line:&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-actionscript&quot;&gt;
//                int num2 = verts.Count - 4;
                int num2 = verts.Count;
&lt;/pre&gt;

&lt;p&gt;(original code is commented out)&lt;/p&gt;

&lt;p&gt;Only took me the best of 2 days to figure this out..&amp;nbsp;&lt;/p&gt;</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/803/vectorimage-showing-after-upgrading-from-unity-2019-2019-6f1?show=805#a805</guid>
<pubDate>Fri, 12 Jul 2019 19:55:50 +0000</pubDate>
</item>
<item>
<title>How do use the ShadowGenerator Utility to create shadows for custom sprites?</title>
<link>http://materialunity.com/support/802/how-shadowgenerator-utility-create-shadows-custom-sprites</link>
<description>The utility is not documented at all. Adding our custom shadows is crucial and it is actually the main reason our company decided to buy the asset.&lt;br /&gt;
&lt;br /&gt;
When adding the ShadowGenerator to an object with the image component attached and hitting 'Generate Shadow' a NullReferenceException is thrown. No matter whether the folder 'GeneratedShadows' already exists or not.&lt;br /&gt;
Same result when adding the utility to a button. It also doesn't make a difference whether there is a sibling to the button/image called 'Shadow' in the hierarchy. I have tried many ways but always got a NullReference exception. Can you please provide a manual?</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/802/how-shadowgenerator-utility-create-shadows-custom-sprites</guid>
<pubDate>Wed, 06 Mar 2019 09:17:22 +0000</pubDate>
</item>
<item>
<title>Answered: Tabs not appearing correctly on iPhone X</title>
<link>http://materialunity.com/support/797/tabs-not-appearing-correctly-on-iphone-x?show=799#a799</link>
<description>Update: I solved the problem by just forcing the Tab View rectTransform as the parameter for ForceRebuildLayoutImmediate via a try/catch. &amp;nbsp;I'm not sure why it didn't pick it up itself, but this workaround was good enough for the time being.</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/797/tabs-not-appearing-correctly-on-iphone-x?show=799#a799</guid>
<pubDate>Sat, 02 Jun 2018 22:41:39 +0000</pubDate>
</item>
<item>
<title>Answered: Animations are not cleaning up on scene change under certain conditions.</title>
<link>http://materialunity.com/support/536/animations-cleaning-scene-change-under-certain-conditions?show=793#a793</link>
<description>Is there any solution to this now?</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/536/animations-cleaning-scene-change-under-certain-conditions?show=793#a793</guid>
<pubDate>Mon, 22 Jan 2018 01:01:07 +0000</pubDate>
</item>
<item>
<title>Access to Windows Registry causes build error on macOS and Unity Cloud Build</title>
<link>http://materialunity.com/support/792/access-windows-registry-causes-error-macos-unity-cloud-build</link>
<description>&lt;p&gt;This line in the dpi property of MaterialUIScaler&lt;/p&gt;

&lt;pre&gt;
&lt;code class=&quot;language-cs&quot;&gt;m_Dpi = Mathf.Round(1.445f * float.Parse(Microsoft.Win32.Registry.LocalMachine.OpenSubKey(&quot;SOFTWARE&quot;).OpenSubKey(&quot;Microsoft&quot;).OpenSubKey(&quot;Windows NT&quot;).OpenSubKey(&quot;CurrentVersion&quot;).OpenSubKey(&quot;FontDPI&quot;).GetValue(&quot;LogPixels&quot;).ToString()));

&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;causes the following Error:&lt;/p&gt;

&lt;pre style=&quot;outline: yellow solid 2px; cursor: default;&quot;&gt;
&lt;code&gt;Player export failed. Reason: UnauthorizedAccessException: Access to the path &quot;/UNITY_PATH/Unity/Unity-2017_2_0f3/Unity.app/Contents/MonoBleedingEdge/etc/mono/registry&quot; is denied.

&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;for the Unity Cloud Build. We see a similar issue when Building for Windows on macOS machines.&lt;/p&gt;

&lt;p&gt;Do you know a clean solution for that?&lt;/p&gt;</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/792/access-windows-registry-causes-error-macos-unity-cloud-build</guid>
<pubDate>Thu, 18 Jan 2018 14:48:25 +0000</pubDate>
</item>
<item>
<title>Answered: Dropdown text not scaling size of button?</title>
<link>http://materialunity.com/support/782/dropdown-text-not-scaling-size-of-button?show=787#a787</link>
<description>Thanks for pointing this out to us.&lt;br /&gt;
&lt;br /&gt;
The issue is due to some differences in layout control between buttons and dropdown buttons, to better accommodate the dropdown aspect. We'll be improving this behaviour in the next version :)&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/782/dropdown-text-not-scaling-size-of-button?show=787#a787</guid>
<pubDate>Fri, 22 Dec 2017 14:18:38 +0000</pubDate>
</item>
<item>
<title>Answered: Dropdown menu buttons, dialog on click</title>
<link>http://materialunity.com/support/776/dropdown-menu-buttons-dialog-on-click?show=779#a779</link>
<description>&lt;p&gt;Hello!&lt;/p&gt;

&lt;p&gt;Just use one method like that:&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-csharp&quot;&gt;
public void SelectedItem(int index)
{
    if (index == 0)
    {
    }
    else if (index == 1)
    {
    }
    else if (index == 2)
    {
    }
}
&lt;/pre&gt;</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/776/dropdown-menu-buttons-dialog-on-click?show=779#a779</guid>
<pubDate>Wed, 30 Aug 2017 15:16:16 +0000</pubDate>
</item>
<item>
<title>discrete slider bug  (unity2017, materialui 1.1.7) : cannot set a value at start</title>
<link>http://materialunity.com/support/777/discrete-slider-bug-unity2017-materialui-cannot-value-start</link>
<description>&lt;p&gt;Hello&lt;/p&gt;

&lt;p&gt;open your scene 08&lt;/p&gt;

&lt;p&gt;add these line in exemple 08 :&amp;nbsp;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;&lt;strong&gt;&amp;nbsp; &amp;nbsp; [SerializeField] private Slider Test;&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;&lt;strong&gt;&amp;nbsp; &amp;nbsp; void Awake()&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;&lt;strong&gt;{&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;&lt;strong&gt;OnSliderValueChanged();&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;&lt;strong&gt;&amp;nbsp; &amp;nbsp;Test.value = 1f;&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;&lt;strong&gt;}&lt;/strong&gt;&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;the slider is not correctly set on screen, see image.&lt;img alt=&quot;bug&quot; src=&quot;http://materialunity.com/support/?qa=blob&amp;amp;qa_blobid=9224658191100987780&quot; style=&quot;height:324px; width:600px&quot;&gt;&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;In my dialog, when I set a value at start : the graphics are not right :&lt;/p&gt;

&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;http://materialunity.com/support/?qa=blob&amp;amp;qa_blobid=8262755753558617258&quot; style=&quot;height:211px; width:600px&quot;&gt;&lt;/p&gt;

&lt;p&gt;did i miss something ?&amp;nbsp;&lt;/p&gt;</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/777/discrete-slider-bug-unity2017-materialui-cannot-value-start</guid>
<pubDate>Mon, 31 Jul 2017 15:44:52 +0000</pubDate>
</item>
<item>
<title>Answered: Canvas Material UI Scaler resetting</title>
<link>http://materialunity.com/support/767/canvas-material-ui-scaler-resetting?show=771#a771</link>
<description>Hi,&lt;br /&gt;
&lt;br /&gt;
I put that there to avoid any errors should the canvas/scaler be created and not properly set up, or if the target scaler was unexpectedly removed. It looks like I'll have to find a more elegant solution though.&lt;br /&gt;
&lt;br /&gt;
Thanks for bringing this to my attention :)&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/767/canvas-material-ui-scaler-resetting?show=771#a771</guid>
<pubDate>Thu, 27 Jul 2017 00:39:15 +0000</pubDate>
</item>
<item>
<title>Animations incorrect</title>
<link>http://materialunity.com/support/768/animations-incorrect</link>
<description>Using Unity 2017.1f3 and the new Material UI 1.1.7 and its new Material UI Scaler, the animations are still not scaled. So when we for instance slide out a Screen it slides 10% and then turns the gameobject off. The expected result was that it would slide out all the way.</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/768/animations-incorrect</guid>
<pubDate>Tue, 25 Jul 2017 14:47:48 +0000</pubDate>
</item>
<item>
<title>Answered: I am import custom icons, but its doesn't find them</title>
<link>http://materialunity.com/support/403/i-am-import-custom-icons-but-its-doesnt-find-them?show=764#a764</link>
<description>Try this, it works for me&lt;br /&gt;
&lt;br /&gt;
The problem is that when importing to Unity, the json file is not generated with the respective name and icon; For that reason when selecting the custom font does not load. &lt;br /&gt;
&lt;br /&gt;
We can solve this by modifying the json file (assets / Vector Fonts / resources / custom-icon / custom-icon.json)&lt;br /&gt;
&lt;br /&gt;
For example {&amp;quot;M_IconGlyphList&amp;quot;: [{&amp;quot;m_Name&amp;quot;: &amp;quot;chef-01&amp;quot;, &amp;quot;m_Unicode&amp;quot;: &amp;quot;e900&amp;quot;}]}﻿</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/403/i-am-import-custom-icons-but-its-doesnt-find-them?show=764#a764</guid>
<pubDate>Mon, 24 Apr 2017 17:55:14 +0000</pubDate>
</item>
<item>
<title>Answered: How i can change tabpage when i click in listitem Nav Drawer?</title>
<link>http://materialunity.com/support/761/how-i-can-change-tabpage-when-i-click-in-listitem-nav-drawer?show=763#a763</link>
<description>Hello,&lt;br /&gt;
&lt;br /&gt;
You simply need a reference to the TabView component, and then call yourTabView.SetPage(indexOfThePage);&lt;br /&gt;
Let me know if you need any other help!&lt;br /&gt;
&lt;br /&gt;
Have a great day!&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/761/how-i-can-change-tabpage-when-i-click-in-listitem-nav-drawer?show=763#a763</guid>
<pubDate>Sun, 23 Apr 2017 12:56:37 +0000</pubDate>
</item>
<item>
<title>UnassignedReferenceException error on EditorUpdate in Unity 5.6</title>
<link>http://materialunity.com/support/760/unassignedreferenceexception-error-editorupdate-unity</link>
<description>&lt;p&gt;Anyone else receiving this error in Unity 5.6?&amp;nbsp;&lt;/p&gt;

&lt;pre&gt;
&lt;code&gt;UnassignedReferenceException: The variable m_HandleRect of Slider has not been assigned.
You probably need to assign the m_HandleRect variable of the Slider script in the inspector.
UnityEngine.RectTransform.get_anchorMin () (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/RectTransformBindings.gen.cs:116)
MaterialUI.MaterialSlider.OnEditorUpdate () (at Assets/MaterialUI/Scripts/Components/MaterialSlider.cs:796)
MaterialUI.EditorUpdate.Update () (at Assets/MaterialUI/Scripts/MaterialUtils/EditorUpdate.cs:48)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:249)&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;http://materialunity.com/support/?qa=blob&amp;amp;qa_blobid=16200769926072986002&quot; style=&quot;height:490px; width:600px&quot;&gt;&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;The error occurs&amp;nbsp;when using MaterialUI 1.1.4 as well as&amp;nbsp;1.1.6 after a fresh import.&amp;nbsp;&lt;/p&gt;

&lt;p&gt;Any suggestions on how to fix would be greatly appreciated. Will be downgrading back to Unity 5.5 in the meantime.&lt;/p&gt;</description>
<category>Editor</category>
<guid isPermaLink="true">http://materialunity.com/support/760/unassignedreferenceexception-error-editorupdate-unity</guid>
<pubDate>Tue, 04 Apr 2017 17:55:12 +0000</pubDate>
</item>
<item>
<title>Answered: UnauthorizedAccessException</title>
<link>http://materialunity.com/support/743/unauthorizedaccessexception?show=757#a757</link>
<description>&lt;p&gt;The issue was that the author moved the MaterialUI folder inside another folder. And here's the fix:&lt;/p&gt;

&lt;p&gt;Try turning this line (just above that 'if(Directory.Exists...&quot; line):&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-csharp&quot;&gt;
string[] materialUiDirectories = Directory.GetDirectories(Application.dataPath, &quot;MaterialUI&quot;);&lt;/pre&gt;

&lt;p&gt;into this:&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-csharp&quot;&gt;
string[] materialUiDirectories = Directory.GetDirectories(Application.dataPath, &quot;MaterialUI&quot;, SearchOption.AllDirectories);&lt;/pre&gt;

&lt;p&gt;and let me know if that helps :)&lt;/p&gt;

&lt;p&gt;~ Declan.&lt;/p&gt;</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/743/unauthorizedaccessexception?show=757#a757</guid>
<pubDate>Fri, 24 Mar 2017 10:27:28 +0000</pubDate>
</item>
<item>
<title>Answered: Is there a default way to minimize/maximize and restore a panel or a window?</title>
<link>http://materialunity.com/support/750/there-default-way-minimize-maximize-and-restore-panel-window?show=756#a756</link>
<description>Hello!&lt;br /&gt;
&lt;br /&gt;
Sorry but not, there's not builtin way to do that, but if you want to move the panel out of the screen, it should be pretty easy with some ease animation using for example DOTween &lt;a href=&quot;http://dotween.demigiant.com/&quot; rel=&quot;nofollow&quot;&gt;http://dotween.demigiant.com/&lt;/a&gt; or our own tween engine, with a reference to your panel, you can for example do:&lt;br /&gt;
&lt;br /&gt;
TweenManager.TweenVector2(f =&amp;gt; m_Parent.anchoredPosition = f, m_Parent.anchoredPosition, new Vector2(0, m_Parent.anchoredPosition.y), 0.5f);&lt;br /&gt;
&lt;br /&gt;
This will move the anchoredPosition of the m_Parent RectTransform, from it's position, to a x position of 0.&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/750/there-default-way-minimize-maximize-and-restore-panel-window?show=756#a756</guid>
<pubDate>Fri, 24 Mar 2017 10:20:34 +0000</pubDate>
</item>
<item>
<title>Touch sensitivity on input fields inside a scrollview</title>
<link>http://materialunity.com/support/751/touch-sensitivity-on-input-fields-inside-a-scrollview</link>
<description>I have a scrollview with input fields in my mobile app, and my issue is that input fields get toggled and the keyboard pops up by accident when you are scrolling through the list. How can I make it less sensitive the toggle the input fields when I am scrolling through them?</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/751/touch-sensitivity-on-input-fields-inside-a-scrollview</guid>
<pubDate>Tue, 21 Mar 2017 21:30:45 +0000</pubDate>
</item>
<item>
<title>Answered: GraphicsRaycaster issues when using ScreenView and DialogManager</title>
<link>http://materialunity.com/support/747/graphicsraycaster-issues-using-screenview-dialogmanager?show=749#a749</link>
<description>Seems to have been a random Unity IDE issue.</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/747/graphicsraycaster-issues-using-screenview-dialogmanager?show=749#a749</guid>
<pubDate>Thu, 16 Mar 2017 21:51:04 +0000</pubDate>
</item>
<item>
<title>Answered: Vertical scroll view with horizontal tab group inside of it</title>
<link>http://materialunity.com/support/741/vertical-scroll-view-with-horizontal-tab-group-inside-of-it?show=742#a742</link>
<description>Hi Jay,&lt;br /&gt;
&lt;br /&gt;
If you check out the TabView example scene, you'll see a DragEventSender component attached to the scrollview inside the TabView. If you add one of these to your TabView and set the horizontal (TabView) and vertical (ScrollRect) objects, then you will be able to scroll either component, depending on the initial direction of the swipe.&lt;br /&gt;
&lt;br /&gt;
Hope that helps!&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/741/vertical-scroll-view-with-horizontal-tab-group-inside-of-it?show=742#a742</guid>
<pubDate>Mon, 13 Mar 2017 22:18:27 +0000</pubDate>
</item>
<item>
<title>Answered: How to use the OverscrollConfig</title>
<link>http://materialunity.com/support/730/how-to-use-the-overscrollconfig?show=739#a739</link>
<description>Hi knitz_09,&lt;br /&gt;
&lt;br /&gt;
To use OverscrollConfig, you'll want to make sure of a few things:&lt;br /&gt;
&lt;br /&gt;
- ScrollRect's movement type is set to 'clamped' (OverscrollConfig disables itself otherwise, to avoid conflicting overscroll effects)&lt;br /&gt;
&lt;br /&gt;
- The content is larger than the scrollrect (otherwise it wouldn't scroll, and thus wouldn't need to have overscroll effects).&lt;br /&gt;
&lt;br /&gt;
- If you're changing the size of the content at runtime (even on Awake/Start), it's best to call Setup() on the overscroll afterwards, to make it re-check whether there should be overscroll effects and set itself up accordingly.&lt;br /&gt;
&lt;br /&gt;
Apologies for the late reply, and while I agree the documentation is lacking, I can unfortunately only do so much with my time. Once I have things in a more stable state where everything is less sporadically changing, writing more documentation will be a higher priority - in the meantime, feel free to post questions here or email us, and we'll be happy to help :)&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/730/how-to-use-the-overscrollconfig?show=739#a739</guid>
<pubDate>Tue, 07 Mar 2017 15:20:42 +0000</pubDate>
</item>
<item>
<title>Answered: Critical instability with Prefabs, VectorImage, and MaterialUIScaler</title>
<link>http://materialunity.com/support/733/critical-instability-prefabs-vectorimage-materialuiscaler?show=738#a738</link>
<description>Hi cymatic-labs,&lt;br /&gt;
&lt;br /&gt;
I've just finished modifying the behaviour of some of the components so they don't need EditorUpdate at all, thus removing the need for anything to happen in the constructor, which should solve the issues you've been experiencing. These changes will be present with the next update, which we will be pushing out as soon as we can.&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help with this :)&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/733/critical-instability-prefabs-vectorimage-materialuiscaler?show=738#a738</guid>
<pubDate>Tue, 07 Mar 2017 14:14:27 +0000</pubDate>
</item>
<item>
<title>Answered: Pull down scroll list to refresh</title>
<link>http://materialunity.com/support/726/pull-down-scroll-list-to-refresh?show=728#a728</link>
<description>This will be part of the lists update :)</description>
<category>Feature request</category>
<guid isPermaLink="true">http://materialunity.com/support/726/pull-down-scroll-list-to-refresh?show=728#a728</guid>
<pubDate>Fri, 10 Feb 2017 07:23:55 +0000</pubDate>
</item>
<item>
<title>Answered: MaterialInputField question</title>
<link>http://materialunity.com/support/718/materialinputfield-question?show=720#a720</link>
<description>Hey :)&lt;br /&gt;
&lt;br /&gt;
We must make some work on these properties so they can be used at runtime too you're right...&lt;br /&gt;
But for now, you should be using leftContentGraphic.color instead of leftContentActiveColor :)&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/718/materialinputfield-question?show=720#a720</guid>
<pubDate>Thu, 02 Feb 2017 16:42:11 +0000</pubDate>
</item>
<item>
<title>Invalid AABB inAABB</title>
<link>http://materialunity.com/support/717/invalid-aabb-inaabb</link>
<description>I am getting the following exception when after I added some components:&lt;br /&gt;
&lt;br /&gt;
Invalid AABB inAABB&lt;br /&gt;
&lt;br /&gt;
Not much debug information is given to me, and I cant double click on it to take me to the part of the code where it occurs!</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/717/invalid-aabb-inaabb</guid>
<pubDate>Wed, 01 Feb 2017 21:37:07 +0000</pubDate>
</item>
<item>
<title>2 minor issues - NavMenu and screen orientation</title>
<link>http://materialunity.com/support/707/2-minor-issues-navmenu-and-screen-orientation</link>
<description>Hey,&lt;br /&gt;
&lt;br /&gt;
I've been testing some stuff regarding the NavDrawer and screen orientation lately. The app must have all orientations checked and also auto rotation.&lt;br /&gt;
&lt;br /&gt;
Here are two bugs that I've found:&lt;br /&gt;
&lt;br /&gt;
1. The Canvas resolution must be something like 360x640 (X &amp;lt; Y), but start the app on landscape (mobile - android). The GUI elements are larger than normal (I think the resolution doesn't adapt to 640x360), but switching to portrait, and back to landscape corrects it.&lt;br /&gt;
&lt;br /&gt;
2. Open up NavDrawer on portrait (mobile)&lt;br /&gt;
&lt;br /&gt;
Switch to landscape -&amp;gt; the dark area of the NavDrawer is smaller (it's not autoresizing when the orientation changes).&lt;br /&gt;
&lt;br /&gt;
Using latest MaterialUI with Unity 5.4.1p1. These are minor bugs, so whenever you have some time, please take a look at them :)&lt;br /&gt;
&lt;br /&gt;
Many thanks,&lt;br /&gt;
&lt;br /&gt;
Raydekk</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/707/2-minor-issues-navmenu-and-screen-orientation</guid>
<pubDate>Fri, 13 Jan 2017 12:50:39 +0000</pubDate>
</item>
<item>
<title>Answered: Predefine Checkmarks of CheckboxList</title>
<link>http://materialunity.com/support/704/predefine-checkmarks-of-checkboxlist?show=706#a706</link>
<description>&lt;p&gt;Hello!&lt;/p&gt;

&lt;p&gt;Well that's because you also need to add this:&lt;/p&gt;

&lt;pre&gt;
&lt;code class=&quot;language-cs&quot;&gt;for (int i = 0; i &amp;lt; myCheckboxlist.selectionItems.Count; i++)
{
    myCheckboxlist.selectionItems[i].itemCheckbox.toggle.isOn = options[i];
}&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;So the whole thing would be:&lt;/p&gt;

&lt;pre&gt;
&lt;code class=&quot;language-cs&quot;&gt;bool[] options = new bool[] { true, false, true, true, false };
string[] showComponents = new string[] { &quot;Item 1&quot;, &quot;Item 2&quot;, &quot;Item 3&quot;, &quot;Item 4&quot;, &quot;Item 5&quot; };

DialogCheckboxList myCheckboxlist = DialogManager.CreateCheckboxList();        
myCheckboxlist.Initialize(showComponents, OnCheckboxValidateClicked, &quot;OK&quot;, &quot;Show components&quot;, null, null, &quot;Exit&quot;);
myCheckboxlist.selectedIndexes = options;
for (int i = 0; i &amp;lt; myCheckboxlist.selectionItems.Count; i++)
{
	myCheckboxlist.selectionItems[i].itemCheckbox.toggle.isOn = options[i];
}
myCheckboxlist.Show();&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;Yes I know, this is not ideal and we should improve that :)&lt;/p&gt;

&lt;p&gt;~ Yohan&lt;/p&gt;</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/704/predefine-checkmarks-of-checkboxlist?show=706#a706</guid>
<pubDate>Fri, 13 Jan 2017 11:47:51 +0000</pubDate>
</item>
<item>
<title>Answered: All my Material Components have lost their connections</title>
<link>http://materialunity.com/support/700/all-my-material-components-have-lost-their-connections?show=703#a703</link>
<description>Hi thanks, it was the same Unity version. Just preparing to migrate the project to 5.5.&lt;br /&gt;
&lt;br /&gt;
I fixed by stepping back through the commits checking the last version with all the references intact then re-did changes between the 'broken' version and the working version. Very odd. I could replicate the issue (it happened again on the 'broken' committed project: game screen went blue then a whole host of references were lost (not only Material UI I think though these were the most noticeable).&lt;br /&gt;
&lt;br /&gt;
I wonder: the MaterialUI components are prefabs? &amp;nbsp;I did edit a MaterialUI script MaterialRadio to override the 24x24 default. Would all prefabs 'reset' under any circumstances?&lt;br /&gt;
&lt;br /&gt;
Thanks for the response, Ian</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/700/all-my-material-components-have-lost-their-connections?show=703#a703</guid>
<pubDate>Tue, 10 Jan 2017 14:09:32 +0000</pubDate>
</item>
<item>
<title>Answered: [Android] Random compilation result</title>
<link>http://materialunity.com/support/649/android-random-compilation-result?show=674#a674</link>
<description>Hi,&lt;br /&gt;
&lt;br /&gt;
I use the size of my &amp;quot;Game View&amp;quot; in Unity3D for Android, depends on result I expect (portrait or landscape), 480x800 or 800x480.&lt;br /&gt;
So I put the same size on the &amp;quot;Canvas&amp;quot; for MaterialUI.&lt;br /&gt;
&lt;br /&gt;
I tested on :&lt;br /&gt;
- Samsung S6 : 1440x2560 pixels (~577 ppi)&lt;br /&gt;
- Wiko Tommy : 1280x720 pixels (~294 ppi)&lt;br /&gt;
- Nexus 5 : 1080x1920 pixels (~445 ppi)&lt;br /&gt;
- HTC M8 and M9 : 1080x1920 pixels (~441 ppi)&lt;br /&gt;
&lt;br /&gt;
Very cordially.</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/649/android-random-compilation-result?show=674#a674</guid>
<pubDate>Thu, 05 Jan 2017 11:47:20 +0000</pubDate>
</item>
<item>
<title>Update to Unity 5.5 slow working</title>
<link>http://materialunity.com/support/672/update-to-unity-5-5-slow-working</link>
<description>After update to unity 5.5.0f3 application with MaterualUI on iPad Air 2 works very slow, before update work great.</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/672/update-to-unity-5-5-slow-working</guid>
<pubDate>Thu, 05 Jan 2017 11:33:50 +0000</pubDate>
</item>
<item>
<title>Answered: What controls the dialog and toast sizes?</title>
<link>http://materialunity.com/support/646/what-controls-the-dialog-and-toast-sizes?show=652#a652</link>
<description>Hi there,&lt;br /&gt;
&lt;br /&gt;
You're on the right track with using the scaling to change their size (eventually I want all the components to be able to be easily resized independently, but for now, they're mostly at a fixed size, but can be globally scaled up/down using the Scaler).&lt;br /&gt;
&lt;br /&gt;
I'd recommend scaling with screen size, and using a reference resolution of 360x640 for portrait, or 640x360 for landscape (it doesn't *really* matter which one you pick, as the scaler swaps the x and y values upon screen rotation). This will give you a good 'normal' size for any phones and small tablets. For larger screens, you may want to use something larger like 540x960.&lt;br /&gt;
&lt;br /&gt;
Let me know if that helps!&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/646/what-controls-the-dialog-and-toast-sizes?show=652#a652</guid>
<pubDate>Tue, 03 Jan 2017 05:17:04 +0000</pubDate>
</item>
<item>
<title>Answered: The date picker is broken</title>
<link>http://materialunity.com/support/648/the-date-picker-is-broken?show=650#a650</link>
<description>Hello!&lt;br /&gt;
Thanks a lot for pointing that out, it is indeed broken! Sorry for that.&lt;br /&gt;
&lt;br /&gt;
I'll fix this asap and give you here the modifications needed to make it work again.&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/648/the-date-picker-is-broken?show=650#a650</guid>
<pubDate>Mon, 02 Jan 2017 09:24:52 +0000</pubDate>
</item>
<item>
<title>Answered: Create Any MaterialUI Object to Scene</title>
<link>http://materialunity.com/support/644/create-any-materialui-object-to-scene?show=647#a647</link>
<description>Hello!&lt;br /&gt;
&lt;br /&gt;
Usually when you have this type of error it's because something wrong happend when importing MaterialUI.&lt;br /&gt;
What I would suggest is to completely remove the MaterialUI folder, and reimport it.&lt;br /&gt;
&lt;br /&gt;
Please tell me if that fixed things for you!&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Editor</category>
<guid isPermaLink="true">http://materialunity.com/support/644/create-any-materialui-object-to-scene?show=647#a647</guid>
<pubDate>Sun, 25 Dec 2016 21:58:52 +0000</pubDate>
</item>
<item>
<title>Answered: Errors when compiling to Windows Store app</title>
<link>http://materialunity.com/support/638/errors-when-compiling-to-windows-store-app?show=639#a639</link>
<description>Hello Alan!&lt;br /&gt;
&lt;br /&gt;
Thanks for contacting us.&lt;br /&gt;
I think I have a super quick thing for you to do that will just work :)&lt;br /&gt;
&lt;br /&gt;
We're currently relying on LitJson ONLY for people using 5.2 (after that, we use the build in Json reader from unity). And the code that uses LitJson is wrapped between #if UNITY_5_2 code. So if you delete the entire LitJson folder, everything will still work, and as LitJson is gone, you won't have the errors you have :D&lt;br /&gt;
&lt;br /&gt;
And from what I can see, it seems we're releasing MaterialUI starting 5.3 for now... So we could remove that for the next update as well for everyone.&lt;br /&gt;
&lt;br /&gt;
So problem solved :)&lt;br /&gt;
Have a great day!&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/638/errors-when-compiling-to-windows-store-app?show=639#a639</guid>
<pubDate>Mon, 19 Dec 2016 10:26:09 +0000</pubDate>
</item>
<item>
<title>Answered: Getting JSON parse error: The document is empty..</title>
<link>http://materialunity.com/support/625/getting-json-parse-error-the-document-is-empty?show=635#a635</link>
<description>At the root of the MaterialUI folder, you should see a file called MaterialUIData. Try adding exactly this inside:&lt;br /&gt;
{&amp;quot;m_UsedVersions&amp;quot;:[&amp;quot;1.1.6&amp;quot;]}&lt;br /&gt;
&lt;br /&gt;
If you're using 1.1.6 :) (if you're using 1.1.5, write 1.1.5 etc...)&lt;br /&gt;
&lt;br /&gt;
And it should work!&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/625/getting-json-parse-error-the-document-is-empty?show=635#a635</guid>
<pubDate>Wed, 14 Dec 2016 09:58:08 +0000</pubDate>
</item>
<item>
<title>Answered: When will MaterialUI support vertical scrolling cards?</title>
<link>http://materialunity.com/support/619/when-will-materialui-support-vertical-scrolling-cards?show=620#a620</link>
<description>Hello!&lt;br /&gt;
&lt;br /&gt;
Well, it's still on the pipeline, but it's THE current thing we're working on, it's on the top top of the list, so it should be there with the next release. Can't really say when because once it's implemented, we still have to test/tweak it to make it from good to great (or awesome? :D)...&lt;br /&gt;
&lt;br /&gt;
BUT! Why don't you do it yourself for now?&lt;br /&gt;
It should be pretty simple to do. You just need to use the basic Unity Scroll Rect, with a vertical layout group for the content. And inside it, you just design one card with the MaterialUI components (a panel, with inside whatever you want), and then you just duplicate the card and update the data inside each card.&lt;br /&gt;
&lt;br /&gt;
If you don't know how you can do all that at runtime, there's a great Unity tutorial to do just that!&lt;br /&gt;
There's some documentation right here: &lt;a href=&quot;https://docs.unity3d.com/Manual/HOWTO-UICreateFromScripting.html&quot; rel=&quot;nofollow&quot;&gt;https://docs.unity3d.com/Manual/HOWTO-UICreateFromScripting.html&lt;/a&gt;&lt;br /&gt;
And the tutorial is here (in 9 parts!): &lt;a href=&quot;https://www.youtube.com/watch?v=TAJCr3_kfEc&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=TAJCr3_kfEc&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Feature request</category>
<guid isPermaLink="true">http://materialunity.com/support/619/when-will-materialui-support-vertical-scrolling-cards?show=620#a620</guid>
<pubDate>Wed, 07 Dec 2016 10:14:29 +0000</pubDate>
</item>
<item>
<title>Answered: Slider formatting issues</title>
<link>http://materialunity.com/support/614/slider-formatting-issues?show=615#a615</link>
<description>Hey!&lt;br /&gt;
&lt;br /&gt;
First, instead of creating your slider with left and right content, why don't you directly create the slider without any of that from the MaterialUI menu?&lt;br /&gt;
Just select MaterialUI -&amp;gt; Slider -&amp;gt; Continuous -&amp;gt; Simple.&lt;br /&gt;
&lt;br /&gt;
Then, if you don't want the popup. Just select your slider, and in the Inspector view, look for the MaterialInputField component. Then just untoggle the &amp;quot;Has Popup&amp;quot; field and you should be ready :)&lt;br /&gt;
&lt;br /&gt;
We also made a video about sliders right here: &lt;a href=&quot;https://www.youtube.com/watch?v=G4osdlSrLJk&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=G4osdlSrLJk&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Please try this and tell us if you still have issues!&lt;br /&gt;
Have a great day.&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/614/slider-formatting-issues?show=615#a615</guid>
<pubDate>Thu, 01 Dec 2016 13:20:28 +0000</pubDate>
</item>
<item>
<title>Answered: Giant issue on S6 Edge</title>
<link>http://materialunity.com/support/594/giant-issue-on-s6-edge?show=613#a613</link>
<description>Thanks anonymous for sharing the solution with everyone:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Try setting &amp;quot;Drag Threshold&amp;quot; from the EventSystem gameobject to 10 or 15&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/594/giant-issue-on-s6-edge?show=613#a613</guid>
<pubDate>Sun, 27 Nov 2016 09:01:37 +0000</pubDate>
</item>
<item>
<title>Answered: Low framerate on iOS</title>
<link>http://materialunity.com/support/434/low-framerate-on-ios?show=606#a606</link>
<description>Hi there, Unfortunately, it's not easy to make lists in Unity whilst keeping things smooth, but I'm making some changes to how ripples work for the next release, which should improve the performance on rectangular graphics (perfect for lists).&lt;br /&gt;
&lt;br /&gt;
Also, we're working on a new powerful list system, this should be our next major feature :)&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/434/low-framerate-on-ios?show=606#a606</guid>
<pubDate>Thu, 24 Nov 2016 06:17:03 +0000</pubDate>
</item>
<item>
<title>Answered: Various components not working in Screen Space Camera mode</title>
<link>http://materialunity.com/support/529/various-components-not-working-in-screen-space-camera-mode?show=605#a605</link>
<description>Hi Darren,&lt;br /&gt;
&lt;br /&gt;
Apologies for the delayed reply.&lt;br /&gt;
&lt;br /&gt;
I'm currently working on fixes to ensure the components are all working properly in all render modes, but it's unfortunately a bit of a slow process.&lt;br /&gt;
&lt;br /&gt;
If you send me an email (contact@materialunity.com) I can send you a patch for v1.1.5, which improves how the scaling is calculated, and may fix some of your issues :)&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/529/various-components-not-working-in-screen-space-camera-mode?show=605#a605</guid>
<pubDate>Thu, 24 Nov 2016 06:15:39 +0000</pubDate>
</item>
<item>
<title>Answered: How to access selected object in list (Example 14)</title>
<link>http://materialunity.com/support/546/how-to-access-selected-object-in-list-example-14?show=604#a604</link>
<description>&lt;p&gt;Hi,&lt;/p&gt;

&lt;p&gt;What you have should be almost right - assuming the name of the sprite is the same as the prefab name + &quot;_icon&quot;, then you can change that last line to be:&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-csharp&quot;&gt;
activePrefab = Resources.Load(&quot;Prefabs/&quot; + activeObjectString.Replace(&quot;_icon&quot;, &quot;&quot;), typeof(GameObject));&lt;/pre&gt;

&lt;p&gt;and it should work :)&lt;/p&gt;

&lt;p&gt;~ Declan.&lt;/p&gt;</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/546/how-to-access-selected-object-in-list-example-14?show=604#a604</guid>
<pubDate>Thu, 24 Nov 2016 06:14:59 +0000</pubDate>
</item>
<item>
<title>Answered: Native-like text editing?</title>
<link>http://materialunity.com/support/589/native-like-text-editing?show=602#a602</link>
<description>Hello Jay,&lt;br /&gt;
&lt;br /&gt;
Sorry but that's not something available in MaterialUI... for now :)&lt;br /&gt;
It's on our feature list, so we should implement it in the following months...&lt;br /&gt;
&lt;br /&gt;
What's the plugin that fix this that you're using? And why won't it work with MaterialUI?&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/589/native-like-text-editing?show=602#a602</guid>
<pubDate>Thu, 24 Nov 2016 05:36:52 +0000</pubDate>
</item>
<item>
<title>Answered: Limiting toasts in queue</title>
<link>http://materialunity.com/support/592/limiting-toasts-in-queue?show=599#a599</link>
<description>Hey!&lt;br /&gt;
&lt;br /&gt;
We've already answered this right here: &lt;a href=&quot;http://materialunity.com/support/576/no-queue-toasts?show=597#a597&quot; rel=&quot;nofollow&quot;&gt;http://materialunity.com/support/576/no-queue-toasts?show=597#a597&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Have a great day ;)&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/592/limiting-toasts-in-queue?show=599#a599</guid>
<pubDate>Mon, 21 Nov 2016 11:27:00 +0000</pubDate>
</item>
<item>
<title>Answered: Editing InputFields on prompt dialogs?</title>
<link>http://materialunity.com/support/586/editing-inputfields-on-prompt-dialogs?show=598#a598</link>
<description>Hello!&lt;br /&gt;
&lt;br /&gt;
Well, yes it sure is!&lt;br /&gt;
Once you've created the DialogPrompt, you'll have a reference to it. Like so:&lt;br /&gt;
DialogPrompt dialogPrompt = DialogManager.ShowPrompt...&lt;br /&gt;
&lt;br /&gt;
You can just do:&lt;br /&gt;
dialogPrompt.firstInputField to access the MaterialInputField.&lt;br /&gt;
And with that you can do... pretty much anything?&lt;br /&gt;
&lt;br /&gt;
- remove the floating hint:&lt;br /&gt;
dialogPrompt.firstInputField.floatingHint = false;&lt;br /&gt;
&lt;br /&gt;
- add a textValidator&lt;br /&gt;
dialogPrompt.firstInputField.customTextValidator = yourTextValidatorHere;&lt;br /&gt;
&lt;br /&gt;
Have a nice day!&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/586/editing-inputfields-on-prompt-dialogs?show=598#a598</guid>
<pubDate>Mon, 21 Nov 2016 06:59:41 +0000</pubDate>
</item>
<item>
<title>Answered: No queue toasts</title>
<link>http://materialunity.com/support/576/no-queue-toasts?show=597#a597</link>
<description>&lt;p&gt;Hello!&lt;/p&gt;

&lt;p&gt;Sorry for the time we took to answer :/&lt;br&gt;
&lt;br&gt;
I've worked on implementing the maxQueueSize feature :)&lt;br&gt;
It should be available in our next release! But in the meantime, you can do it yourself like this:&lt;/p&gt;

&lt;p&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;http://i.imgur.com/aDi2fnG.png&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://i.imgur.com/aDi2fnG.png&quot;&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Also, make sure you add the ToastManager on the scene first, so you can configure the maxQueueSize in the inspector. You can do that via MaterialUI -&amp;gt; Managers -&amp;gt; ToastManager.&lt;/p&gt;

&lt;p&gt;~ Yohan&lt;/p&gt;</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/576/no-queue-toasts?show=597#a597</guid>
<pubDate>Mon, 21 Nov 2016 06:34:21 +0000</pubDate>
</item>
<item>
<title>Answered: Changing menu tab text dynamically</title>
<link>http://materialunity.com/support/570/changing-menu-tab-text-dynamically?show=596#a596</link>
<description>Hey,&lt;br /&gt;
&lt;br /&gt;
Just wanted to point out that there's a way better way to update the tabName.&lt;br /&gt;
Calling InitializeTabs is not optimal at all :)&lt;br /&gt;
&lt;br /&gt;
You can just do:&lt;br /&gt;
tabView.GetComponent&amp;lt;TabView&amp;gt;().tabs[0].itemText.text = &amp;quot;yourTitle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course here I've used tabs[0], but if it's your second tab or third, you would use tabs[1], tabs[2] etc...&lt;br /&gt;
&lt;br /&gt;
~ Yohan</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/570/changing-menu-tab-text-dynamically?show=596#a596</guid>
<pubDate>Mon, 21 Nov 2016 06:20:58 +0000</pubDate>
</item>
<item>
<title>Answered: Why does my Toast have inconsistent positions (editor bug)</title>
<link>http://materialunity.com/support/567/why-does-my-toast-have-inconsistent-positions-editor-bug?show=595#a595</link>
<description>&lt;p&gt;Hi Ian!&lt;br&gt;
&lt;br&gt;
(I've just answered&amp;nbsp;&lt;a rel=&quot;nofollow&quot; href=&quot;https://forum.unity3d.com/threads/materialui-a-unity-ui-kit-that-follows-googles-material-design-guidelines.378223/page-4#post-2858599&quot;&gt;on the forum&lt;/a&gt;, but I post it here too)&lt;br&gt;
&lt;br&gt;
I've searched why this issue happens, and you're right, it's only in the Editor. You won't have this issue in builds.&lt;br&gt;
The reason is that, to display toasts at the correct position, we use Screen.width and Screen.height, which returns the current window dimensions.&lt;br&gt;
And here's the issue, it's the current window dimensions, not the Game View dimensions.&lt;br&gt;
This mean that if you're &quot;activating&quot; things from the Game View (by using switches for example), it will work fine, because the current window is the GameView. But if you activate/deactivate a GameObject from the Inspector, or Hierarchy or anywhere else... well... Screen.width and Screen.height will return the dimensions of the Inspector (or Hierarchy). So that's the issue&amp;nbsp;&lt;img alt=&quot;:)&quot; src=&quot;https://forum.unity3d.com/styles/default/xenforo/clear.png&quot; style=&quot;height:18px; margin:0px 1px; width:18px&quot; title=&quot;Smile    :)&quot;&gt;&lt;br&gt;
And in builds you don't have this issue, because the current window is always the Game window!&lt;br&gt;
&lt;br&gt;
I've submitted a bug report to Unity for that. We'll see if they fix that or not.&lt;br&gt;
&lt;br&gt;
If you don't want this issue, just make sure you trigger everything from the GameView&amp;nbsp;&lt;img alt=&quot;:)&quot; src=&quot;https://forum.unity3d.com/styles/default/xenforo/clear.png&quot; style=&quot;height:18px; margin:0px 1px; width:18px&quot; title=&quot;Smile    :)&quot;&gt;&lt;br&gt;
Have a great day and thanks for reporting the issue!&lt;br&gt;
&lt;br&gt;
~ Yohan&lt;/p&gt;</description>
<category>Editor</category>
<guid isPermaLink="true">http://materialunity.com/support/567/why-does-my-toast-have-inconsistent-positions-editor-bug?show=595#a595</guid>
<pubDate>Mon, 21 Nov 2016 06:10:57 +0000</pubDate>
</item>
<item>
<title>Animated Shadow causing errors displaying modals in WebGL</title>
<link>http://materialunity.com/support/588/animated-shadow-causing-errors-displaying-modals-in-webgl</link>
<description>&lt;p&gt;With the AnimatedShadow script, the SetShadow method seems to be creating some issues on WebGL builds of our app. &amp;nbsp;When we try to pop a modal, nothing happens. &amp;nbsp;On top of that, it creates an infinite loop of null references that all point to that function.&lt;/p&gt;

&lt;p&gt;The fix I found was to add in&amp;nbsp;&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-csharp&quot;&gt;
#if UNITY_WEBGL
	instant = true;
#endif&lt;/pre&gt;

&lt;p&gt;just before the&amp;nbsp;&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-csharp&quot;&gt;
if (Application.isPlaying &amp;amp;&amp;amp; !instant) {
&lt;/pre&gt;

&lt;p&gt;EDIT:&lt;/p&gt;

&lt;p&gt;I've found that the culprit lies in the&amp;nbsp;&lt;/p&gt;

&lt;pre class=&quot;prettyprint linenums lang-csharp&quot;&gt;
TweenManager.TweenFloat&lt;/pre&gt;

&lt;p&gt;function. &amp;nbsp;When displaying or hiding a dialog, that function is called to handle animations, and in both cases avoiding it and doing the assignment directly allows dialogs to show and hide on WebGL. &amp;nbsp;I've not gone deeper to see what exactly in it could be causing the issue.&lt;/p&gt;</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/588/animated-shadow-causing-errors-displaying-modals-in-webgl</guid>
<pubDate>Tue, 01 Nov 2016 16:55:13 +0000</pubDate>
</item>
<item>
<title>Answered: Dialog Manager chooses wrong parent canvas on initialization</title>
<link>http://materialunity.com/support/574/dialog-manager-chooses-wrong-parent-canvas-initialization?show=575#a575</link>
<description>Hi Darren,&lt;br /&gt;
&lt;br /&gt;
To specify an explicit canvas to use, you can create a DialogManager at design time and set the 'parent canvas' value in the inspector to the desired canvas :)&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Critical bug</category>
<guid isPermaLink="true">http://materialunity.com/support/574/dialog-manager-chooses-wrong-parent-canvas-initialization?show=575#a575</guid>
<pubDate>Sun, 30 Oct 2016 05:02:13 +0000</pubDate>
</item>
<item>
<title>Answered: Buttons aren't always responsive with Touch on mobile</title>
<link>http://materialunity.com/support/568/buttons-arent-always-responsive-with-touch-on-mobile?show=569#a569</link>
<description>OK, my bad. &amp;nbsp;After a few hours of banging my head and Googling I have solved it.&lt;br /&gt;
&lt;br /&gt;
I was missing the EventSystem in the canvas and once I set the Drag Threshold up then it works as expected.</description>
<category>Issue</category>
<guid isPermaLink="true">http://materialunity.com/support/568/buttons-arent-always-responsive-with-touch-on-mobile?show=569#a569</guid>
<pubDate>Wed, 26 Oct 2016 22:43:40 +0000</pubDate>
</item>
<item>
<title>tab view control size</title>
<link>http://materialunity.com/support/565/tab-view-control-size</link>
<description>Hi, I have a problem with the tab view, instead of icons for tabs I insert the text and the bottom scroll bar becomes larger in size than one tab. tell me how to fix it, thanks for the answer&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;http://pastenow.ru/14FD4&quot; rel=&quot;nofollow&quot;&gt;http://pastenow.ru/14FD4&lt;/a&gt; (lower white band)</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/565/tab-view-control-size</guid>
<pubDate>Tue, 25 Oct 2016 07:19:05 +0000</pubDate>
</item>
<item>
<title>Answered: Nav Drawer slide in from the right hand side?</title>
<link>http://materialunity.com/support/557/nav-drawer-slide-in-from-the-right-hand-side?show=558#a558</link>
<description>Hi alansts,&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Nav Drawer doesn't currently support dragging from the right side of the screen - I am planning on adding that, hopefully in the next release (v.1.1.7).&lt;br /&gt;
&lt;br /&gt;
~ Declan.</description>
<category>Help</category>
<guid isPermaLink="true">http://materialunity.com/support/557/nav-drawer-slide-in-from-the-right-hand-side?show=558#a558</guid>
<pubDate>Sat, 22 Oct 2016 05:30:43 +0000</pubDate>
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