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[MRTK3] Poke scrolling - WIP

Open Zee2 opened this issue 3 years ago • 5 comments

Overview

Introduces poke scrolling to ScrollRects. Very WIP.

Fixes https://github.com/microsoft/MixedRealityToolkit-Unity/issues/10736

  • [ ] Ray scrolling is... no bueno, if not using the native UGUI raycast route. XRI doesn't bubble up, sooooo.... hard challenge
  • [ ] Gazepinch scrolling has the same issue as above
  • [ ] Thinking about a good way to cancel button press visuals during a scroll (easier to cancel the events, not so easy to cancel the visuals)

Zee2 avatar Jul 28 '22 00:07 Zee2

@SimonDarksideJ, here's the experimental scrolling work I've been doing. It's focused on finger scrolling first and foremost, mostly because doing bubble-up ray scrolling is extra tricky. We'll track work on scrolling through this PR, so, stay tuned :)

Zee2 avatar Jul 28 '22 00:07 Zee2

Hi @Zee2 I'm sorry if this isn't the best spot to post about this. I am using your awesome VirtualizedScrollRectList (borrowed from the MRTKDeveTemplate project and the VirtualizedScrollRectList example scene) in my project, and I really like it! It's really slick. Although I barely understand how it works. :) I wish you would make a youtube video explaining how it works.

Anyhow, a capability I wanted to add to it was that when the user clicked on one of the buttons, the Icon would show to indicate that was the button the user had selected. And obviously the icon would disappear on any other button that was previously selected.

However, this seems to be something I can't figure out. When I enable the Icon on the button, because the button is shared in the pool, when the object gets reassigned by going out and coming back into view as another button, the Icon still shows up, but it's not the right button anymore. So, it appears like it's getting enabled on multiple buttons, but I understand that it's really the same button.

I've spent several hours using different methods trying to make this work. First with an event trigger that all the buttons listen too, and then by having the Container test it's children to compare with the last button clicked. No dice.

Do you have any suggestions for how to make this work?

jasonhbartlett avatar Dec 16 '22 02:12 jasonhbartlett

CC @maluoi as well, who worked on VirtualizedScrollRectList, if I remember correctly

keveleigh avatar Dec 16 '22 18:12 keveleigh

I apologize for the misattribution. @keveleigh As it turns out, I just figured out how to make this work using a simple private string. Not sure why I was struggling so much with it yesterday. Just one of those things. Let me know if you want, I can delete that post.

jasonhbartlett avatar Dec 16 '22 18:12 jasonhbartlett

@jasonhbartlett It's all good! I just wanted to ping as many people as I thought might be able to help! Glad to hear you were able to figure it out 🙂 no need to delete the post: I find it better to leave things like that up in case somebody else does a search or something in the future with the same (or a similar) issue!

keveleigh avatar Dec 16 '22 18:12 keveleigh

Hello :), any news on this awesome feature ?

Valink avatar Jun 20 '23 15:06 Valink

This was completed with the following

  • https://github.com/microsoft/MixedRealityToolkit-Unity/pull/11642

AMollis avatar Jun 27 '23 04:06 AMollis