Reticle not detecting button - android

I have 4 buttons (called 'paintings' here) and I need the gvr reticle to be able to click on each. The funny thing is, the reticle works on three of the buttons, just not the 'south' one.
My FirstPersonCharacter has a Main Camera with the GvrReticle.
Things I've tried:
deleting my existing south button and replacing it with a duplicate of one of the working buttons
disabling the other 3 buttons
moving the canvas and button off the wall
All of the painting-buttons come from the same prefab and I didn't make any changes to the south one, so I don't think the problem is with the painting-button itself.
Let me know if there's more information I can provide to help pinpoint the issue!

I had to set PaintingSouth's rotation to 180. When I looked carefully at the four paintings, I could tell PaintingSouth's text was backwards. I guess if your button is facing the wrong way on a canvas, the reticle doesn't detect it?
Anyway, I hope this helps someone. I shall not forget this day.

Related

An elegant way to keep integrity of RelativeLayout when animating it?

Ok, so...
I know, there's been a real amount of questions about it, but it either didn't work, or was really fixed in a hard way. Oh, and that's my second day trying to do it, so please, accept my apologies about that and help me for Chet Haase's sake.
I have a button on top of a fragment, and a RecyclerView below it. When i press the button i want it to disappear and a new RelativeLayout with textfields to slide from the top.
I don't want to make it with animateLayoutChanges="true", cause it's not exactly what i was meant to do, and i want rather learn, than do it.
I tried to do it with widget.animate().translation... and the result was that one widget was just thrown in it's place when the rest of layout stood still. That's not what i meant to do.
I tried also to make an "new TranslateAnimation" since it has this "setFillAfter/Before" attribute... but that did not help me neither.
What i tried as well was to update the layout somehow adding to id margins and stuff (don't remember anymore, and i'm in work right now trying to figure it out, sorry) as it was described in some questions.
But none of that worked. I don't include code right now, cause i already tried to do it in some dozens of different ways.
Could you please tell me how to move a widget and make the rest of them to move with it? Is it possible?
I've already got it going once using setVisibility,animateLayoutChanges and animation combination, but that was massive and dirty as a baby duck.
Edit: oh, i almost forgot about it. Another problem is that when i animate/move a widget, only the rendering spod changes, but the real spot of it stays the same (ex. a onclicklistener)
Ok, me again.
I did it this way, that - let's say - i want to slide a button up and remove it.
So i animate it and all the other widgets (right, i can make a ViewGroup) up, put a listener on animation, and on "onAnimationEnd" i clear all the animations and set the visibility to GONE.
The animateLayoutChanges must be set to false
Still it's not what i wanted, so i'd be indebted to anyone who shows me another, better way.

How to build a random button picker with the blocks in app inventor 2?

I am a beginner and I don’t have any experience with coding etc. and I need help
The first screenshot:
shows my screen, and as you can depict from it there are two buttons- the first one is called RIGHT BUTTON, and the other one is called WRONG BUTTON. This is because clicking on the RIGHT BUTTON will open a next screen, whereas clicking on the WRONG BUTTON will result in going back to the previous screen. I thought that this is kind of boring :D that’s why I want to build something with the blocks that would choose randomly one of those buttons to be right and the other one to be wrong after the screen has initialized. To make it more clear. Every time I start the app I don’t know which button out of those two will take me one screen further- it could be the first or the second button- I want this to be a random pick.
Now, I have tried to build something like this blocks:
but I can’t find a suitable block, as you can see in screen shot 2 :D I assume, that this isn’t the way it should look like, but my skill is too low at the moment. I also assume that I will need an "if,then" block" I would be really grateful if someone built it and made a screenshot and post it here ;)
Basically, I am kindly asking for help. I have been looking on the internet for a tutorial etc. but I couldn’t find something that would really help me.
Thank you very much in advance ;)
When the button is pressed, instead of opening the next/prev screen, instead call a custom procedure and have that procedure decide if it was the right button to press or not. This can be done several ways, for instance with the Math.randomInteger block. You don't actually have to decide if it was the right button or not before the button is pressed, just do a "coin flip" at the time of the button press to decide (at least that's what it sounds like you wanted from your description).
Also note that the number of screens in AI is highly limited, and instead of going to another screen, you can just reuse the same buttons over and over (and maybe just show a label in the corner counting how far you've come), or make lots of buttons and only have the first two visible at the start, then as you progress hide/unhide the correct buttons.
Here this is the answer I have found for my problem using your info

onclick does not work during translate animation android

This is not a new problem. But a bit different.
There are lots of questions and answers in SOF on click not working after translate animation. I have gone through them all. But my issue is a bit different.
I am trying to move an object in the screen from button to top in the y axis. Again this is a repeat animation. So basically my button goes to the top and when reaches there, it starts from bottom again. This is quite easy with Translate animation with the help of repeatcount and repeat mode method.
Now the real problem is the click on that button does not work. And I know the reason also. What i am looking for is a solution to my requirement.
I dont think I can use Translate animation. Help me guys
I got a way to do this. I am using a handler to set the object topmargin by some value to move it up.

onTouch event on Android Games

my question is not only about onTouch events but about every method I can use to recognise a touch on certain areas of the screen.
Right now, I have a "background" image, which I use as layout that contains 2 "buttons": Start and Options as you can see here:
Ok, what I want to know is which is the best way to identify when are the user touching each button. By the way, should be nice also some info about how to deal with the different screen sizes.
Lots of thanks.
PD: seems I didnt explain it well. they are not "Android buttons" theirselves. The background is a whole image, where you can find 2 "buttons", but they are a part of the image. Thats because I need to know how to do this
I think you're missing some fundamentals, so I recommend to take a tutorial track.
As a direct answer to your question , you can see this page from the tutorial.
Why do you want to set the touchListener on whole screen and find the buttons?..You can simply set the OnClickListener or onTouchListener on both the buttons itself..

Button expose effect android

following link has some button at the top like :: "DISEASES" , "FOOD & NUTRITION" , "PHYSICAL ACTIVITY"
http://www.bam.gov/sub_yourbody/yourbody_smilestyle.html
when you focus it it will grow and remove from it it will small
so question is how can i do it?
What you have to do is set selector for your button as shown in my previous answer.
And depending on your requirement set drawable larger than the normal ones for that particular state , that will create the same effect
You have to understand that there's a huge difference between a mouse as a pointing device and your finger. A mouse can easily hover across these buttons to give you the effect, but it doesn't work as well with a finger, as you'd need to slide your finger across the buttons to get the effect - and who slides their finger across buttons instead of just pressing them?
Anyway, I suppose you could create an OnTouchListener for your Buttons, and perhaps throw in some animations to get the effects.
But - like I said - I don't see a reason to do this. It seems utterly unnecessary.

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