KevinJardine
1 month agoMember
focusUI for Noesis
I sometimes use focusUI when a player enters a world to send them directly to a CustomUI to start the game. However, focusUI does not seem to work for NoesisGUI panels.
Any suggestions?
I sometimes use focusUI when a player enters a world to send them directly to a CustomUI to start the game. However, focusUI does not seem to work for NoesisGUI panels.
Any suggestions?
Upvote this bug report if you are experiencing this issue. Feedback Center | Meta Horizon OS Developers
I am still seeing this behavior today when I call:
player.focusUI(this.props.focusEntity, { duration:.75, fillPercentage: 0.9 });
In my case, the above code is called when grabbing a GrabbableEntity, as opposed to entering the world.
If focusEntity is a Custom UI, the zoom and focus works as expected. If focusEntity is a Noesis UI, nothing happens at all. I have tested via preview in the Desktop Editor and via preview web and preview mobile.
I was able to sort-of work around this by placing a Custom UI with a transparent background in front of the Noesis UI, but this seems inefficient and potentially not without side effects.
I can confirm. I tested NoesisGUI on mobile and focusUI does not work for me at all.
I will see if they will reopen my ticket.
I got a response back saying that this problem only occurs in the desktop editor and focusUI actually does work in mobile. My issue report has now been archived.
https://developers.meta.com/horizon/feedback/horizon-worlds/investigations/1531418558107029/
I thought that I had tested it in mobile but will check again.
Mine was also archived and I recreated it showing that it did not work in preview. Half working is still not working imo.
There is also inconsistency with the presentation of a full screen Noesis panel. Sometimes it focuses entirely, filling the phone screen with my Noesis panel (ideal). I have safety margin at the top to allow for the meta buttons. But sometimes, with no change the World, entering the focused interaction mode will not focus in all the way, leaving a bit of the world visible behind the panel at the top and bottom, making my margins unnecessary. But I'd rather be given the option, or just default to a full screen focus mode. The zoomed out presentation is not ideal and I don't believe it's intended. This may or may not be related to the issue where the first load of a world is at terrible resolution and oddly zoomed in, but leaving and coming back in fixes that resolution issue.
Same issue for me. I have to have the player move a bit toward the gizmo to enter the focus radius. I can't have the player spawn already in the focus radius, or they won't get the Focused interaction prompt. Not ideal.
Yes, I see that behavior in the desktop editor as well. Fortunately spawning within the focus radius on mobile always seems to maintain the focus prompt for me. It's just that focusUI does not work for NoesisGUI so I have to depend on the player manually clicking on the prompt to zoom in on the panel.
This seems like a bug. Please submit a bug report. The only things I can think of would be to move the player to the UI panel and perhaps set speed to 0 so they have to interact with it.
Thanks, I have set the player speed (via the spawn gizmo) to zero for mobile as well as reporting the bug. The issue reported in this thread by BeardOrDie is a problem for desktop and VR so I could not use the speed solution there as the player has to move around before the focus prompt appears.
A temporary work around could be to have a cui gizmo scaled to fill the area the noesis gizmo fills and focus on the cui gizmo. I was able to focus on a leaderboard gizmo and still interact with the noesis ui.