Forum Discussion
kingarrilla
6 years agoExplorer
[solved] DebugUI on Quest
I've added a CanvasWithDebug to my scene - I can get it to work with the panels as they come in the prefab, but I have a number of problems if I try to change anything
```
Can anybody help here?
- moving the panels e.g. let's move ContentLeft over to the right. When I run this in the unity Editor it is where I moved it to. On the Quest, it has not moved! (so, is something overriding the position I set? or is the position not getting to the Quest app?)
- renaming the content holders e.g. let's rename ContentLeft to ContentLeft01. It doesn't respond, see code example below
- adding new content panels e.g let's add ContentBelow - adding a replica RectTransform to CanvasDebug and then specifying this in the DebugUIScript/Target Content Panels changing the size to 4 and making element 3 ContentBelow. I'm targeting it with `DebugUIBuilder.instance.AddLabel("ContentBelow", 3);` This 3rd panel shows in the Editor but never displays in the Quest.
```
void Start(){
var ui = DebugUIBuilder.instance.AddLabel("My Test"); //getting the RectTransform transform ui here so i can target it
DebugUIBuilder.instance.AddDivider();
DebugUIBuilder.instance.AddRadio("ContentRight", "group", delegate (Toggle t) { RadioPressed("ContentRight", "group", t, ui); }); //include the ui
DebugUIBuilder.instance.AddRadio("ContentLeft1", "group", delegate (Toggle t) { RadioPressed("ContentLeft01", "group", t, ui); });
DebugUIBuilder.instance.AddLabel("ContentRight Panel", 1);
DebugUIBuilder.instance.AddLabel("ContentLeft01 panel", 2);
}
public void RadioPressed(string radioLabel, string group, Toggle t, RectTransform ui)// add ui parameter
{
ui.parent.parent.Find(radioLabel).gameObject.SetActive(t.isOn);//this works only on panels that have not had a name change
} Can anybody help here?
1 Reply
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- kingarrillaExplorerThis was some corruption in the build process but not sure how it happened, but it was persisting over several builds.
I switched scenes, made this work in the sample scene (as above, worked as expected) and verified in a fresh build. Then I switched back to my scene, and after another rebuild, it worked also.
Freaky.
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