Closed hassanNS closed 7 years ago
Could you show the code on the OnClick for the 'Replay'. What function gets called when Reply is triggered? I want to see the code for that function.
You're not hiding the time line game object after clicking reply, right?
I don't see why the issue is Keyboard.
Edit: I would suggest temporary remove that OnClick that calls the keyboard and test the menu without Keyboard.
It's not the keyboard. It's the selection manager or the popping mechanism
Could you should the 'Replay' Button in Inspector. I want to see attached OnClick and Menus.
That's a different function that what we saw above. It should be replayToTweet
not TweetFromKeyboard
Both have the exact same code. I tried swtiching them around to see if it would make a difference
Pressing Exit pops 2 levels and goes back to the multiple tweets selection menu, but nothing shows
So if both have the same code, why are there 2 methods? This is a separate issue but still
Show me the Inspector for the menu showed . I think 'OnResume
' is not bringing back the menu while 'OnPause
' is hiding it.
@Pirobi the arguments are different.
@KLD0093 which menu. The keyboard?
menu. Keyboard it working as intended.
Which menu
I know keyboard is working. I want to know how to setup the menu
Show me the Inspector for the menu showed
do u mean this
Could you double check if 'OnResume' enables menu?
This is the Selection Manger Logic when it comes to Popping
Pushing
I don't see how this would break the timeline menu
yes it does
do I have to put anything on the reply button itself?
yes it does No it doesn't.
If tweet
work properly, but reply
doesn't, Then there's something wrong with reply
In run time, check and see how the menu looks like in inspector when it's hidden
it's not something wrong w/ reply. It's that tweet
is done from the home menu, whereas reply is done from several menus down in the stack.
That shouldn't matter as long as everything is pushed onto and popped off the stack properly
The pop index for the Exit
button on the keyboard is 4
so when I pause the scene and manually set the Exit button's pop index to 2
, it correctly pops back to the timeline.
how does the pop index get set for the keyboard?
Even if you set that to 10, Clicking Exit
would navigate back to main menu. In other words, it should not break.
Which keyboard do you have set? On mine the exit button is pop index 2
again, I want to repeat. It's not "breaking". It's going back to the wrong menu when I hit Exit.
and when I change the pop index to 2
, it goes back to the correct menu
can we do a hangout?
If it shows a blank menu, then something is broken. The pop shouldn't pop the twitter main menu.
But what keyboard do you have set and which exit button are you hitting?
let me put a picture. I didn't set any keyboard beforehand.
isn't it fixed?
I just want to confirm the keyboard used
no. I have to manually set the pop index to 2 by pasuing the scene.
1) keyboard 2) exit button
That's the wrong keyboard. That's the phrase keyboard.
how do I set the right one
But, this does mean we have to set that to 2, but the keyboard we will actually be using is correct. Set the right keyboard in the user settings menu, under UI. I think the code defaulted your user settings to that keyboard before I updated it to default to the new one. Since you had this keyboard set already, it didn't update your default.
Steps:
yeah, though the user settings menu doesn't have an option to set the pop level (not that I think it should)
That's set on the keyboard prefab
I'll make that change.
I think this can be closed once @hassanNS confirms he has the right keyboard and exiting works.
Navigate to hometimeline. Select a tweet. Hit the reply button. Exit the keyboard. You will see the screen is empty.