- UI.Button not working.
- Troubleshooting Guide for Cisco Unity Connection Release 10.x
- [Solved] UI Button not working at all
- Subscribe to RSS
- [Solved] UI Button not working at all
UI.Button not working.New Unity Live Help updates. Check them out here! Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Nov 28, Posts: 3, I have a button that starts the game. In the editor it works fine -- click it changes color and starts the game loads new scene. Any ideas why this may be happening? I've also done it with an event for "pointer click", same deal -- works fine in the editor gets two debug logs for the function, since both on click and event pointer click are workingbut not at all via touch. After maybe 5 seconds of tapping. SIde note: It seems possible to select 2 or 3 buttons at once. MohanadHamed likes this. Joined: Feb 6, Posts: 2, We have some bugs on the touch input module that we need to investigate. Tim-CSep 4, Djamahl and RogueCode like this. K, Cool. Joined: Sep 18, Posts: 3. I am facing the same issue, I hope that this will be fixed in released update. MohanadHamedOct 15, Joined: Apr 17, Posts: I have just experienced the exact same behaviour mentioned above but in RC2. Same deal. I can get the button to work by tapping on it with very quick short taps eventually. But it's mega janky. Louis-N-DNov 21, Joined: Jul 16, Posts: Yeah same problem here in RC2. I'm using animations to control the menu's and works fine on Editor, but can't get any response from the mobile. MrMetwurst2Nov 22, Hmmm, on further testing, the button OnClick is working on the mobile, but animations aren't playing. Again, the animations work in the Editor, but not on the mobile. MrMetwurst2Nov 23, It's all working fine in RC3! See below. Last edited: Nov 24,
Troubleshooting Guide for Cisco Unity Connection Release 10.x
I made a UI in the new canvas system. The canvas uses the "Screen Space - Camera" option. While in menu screen everything works perfectly - the buttons get highlighted when hovered and can be clicked. After loading a new Level the buttons do not work anymore. They don't react on hovering or clicks. There was no change done to the canvas while switching the level and I have no idea what is causing this trouble. EDIT: I found a fix: somehow there was no eventsystem attached to the canvas, adding this made it work. But I still want to know why. Why does it work without the eventsystem in the first scene and not in the second one? You need one event system somewhere in your screen for the UI to work. Typically it should be on its own GameObject. I had this same issue and forgot about the event system im parented it to my canvas and I have no problems anymore thanks. On a side note the person who asked this question if its a solved issue please mark the answer correct. It's also worth noting that if you somehow have 2 event systems in your scene the buttons will also stop working. You get a yellow warning message but it's easily missed. Yeah I have no idea what my problem is. My buttons work fine when I enter the scene, but the buttons stop working completely when I enter the scene from another scene. Both occasions everything is the same; event system, buttons, canvas. Nothing has changed with them and yet the buttons become inactive when I enter from another scene. Edit: I fixed my problem. When I unchecked this the buttons work when I transition from that scene to the one with previously inactive buttons. Very strange, especially considering that script tells it to delete when it enters that scene so it techinically does destroy itself when it loaded into the scene. Seems like the event system absolutely hates having any DontDestroyOnLoad components attached to it I'm using the standard 1st person controller asset, and it locks the cursor. Need to unlock the cursor when going back to the main menu. In the past I have had: 1. DontDestroyOnLoad doing wonky things.
[Solved] UI Button not working at all
See the following sections:. Following are the circumstances when the date and time Unity Connection received a message is not synchronized with the date and time on Exchange If DNS is configured, you can also specify the fully qualified domain name of the smart host. If messages are being relayed but not as you expect, settings are probably combining in ways you had not anticipated. For a summary of how message actions are relaying messages for a specific user, in Unity Connection Administration, see the Message Actions page for that user. When single inbox is not working for any of the users on a Unity Connection server for example, Unity Connection voice messages are not synchronized into Exchange or Microsoft Officeand messages sent from ViewMail for Outlook are not delivereddo the following tasks. Confirm that the service status for the following services is Started:. If a firewall is configured between the Unity Connection and Exchange servers or between Unity Connection and Active Directory domain controllers, confirm that the necessary ports are opened. When single inbox is not working for example, Unity Connection voice messages are not synchronized into Exchange, and messages sent from ViewMail for Outlook are not deliveredand when the problem is occurring only for the Unity Connection users whose unified messaging accounts are associated with the same unified messaging service, do the following tasks. Note When a cluster is configured, do the Unity Connection-specific tasks only on the primary active server. Confirm that the unified messaging service is enabled and that single inbox is enabled:. Test the unified messaging service:. Correct any problems that are listed on the Task Execution Results page. Test one of the affected unified messaging accounts:. Among the problems that the Task Execution Results page may list are the following browser errors:. Another possible cause is that the value of the Web-Based Authentication Mode list does not match the authentication mode configured in Exchange. All values appear on the Edit Unified Messaging Service page. Another possible cause is that you are using Exchange as the message store, but WebDav extensions have not been enabled. Check Active Directory settings on the unified messaging services account:. Temporarily replace the unified messaging services account with the Active Directory account for a Unity Connection user associated with this unified messaging service:. Send the user a Unity Connection voice message, and determine whether the voice message synchronized to Exchange. If the message did not synchronize, switch the Username and Password fields back to the values for the unified messaging services account, then skip to Task 7. If the message did synchronize, the problem is probably with permissions on the unified messaging services account. Continue with Task 6. Switch the Username and Password fields back to the values for the unified messaging services account. Send the Unity Connection user another voice message, and determine whether the voice message synchronized to Exchange. If the message did not synchronize, skip to Task 7. If the message did synchronize, test with some other users who are associated with the same unified messaging service to ensure that the problem is resolved. If Exchange mailboxes for the users are all homed on the same Exchange server, confirm that the required services are running on the Exchange servers:. Confirm that Exchange authentication and SSL settings are the same on all Exchange servers, and confirm that Unity Connection settings match the Exchange settings. If you configured the unified messaging service to validate certificates for Exchange servers or for Active Directory domain controllers:. If all Unity Connection users associated with this unified messaging service have mailboxes homed on the same Exchange server, and if you are using HTTPS as the web-based protocol, confirm that SSL is properly configured:.
Subscribe to RSS