Answer by Dreamora 1
Do not use control name with gadgets that are not always present or better don't "let it remain on it". What that means is add a dummy gadget at the beginning with an own name and whenver you switch...
View ArticleAnswer by unimechanic
This example might help: http://forum.unity3d.com/threads/188202-Simple-dynamic-list-editor
View ArticleAnswer by jbarba_ballytech
This is technically a bug, but only because the API is used in a way not intended. When `GUI.SetNextControlName()` is called, it associates a control name key with a control ID value. This means that...
View ArticleAnswer by Terikon
I think that possible solution would be separating selection process from Oliver's question between 2 frames. This is familiar to my answer in this [thread][1]. The problem is in showing/hiding...
View ArticleAnswer by JoeStrout
OK, I've found a work-around for this bug that appears to work. The trick is, make sure your control names are based on GUIUtility.GetNextControlID, rather than your own counter. Unity will be reusing...
View ArticleAnswer by Dreamora 1
Do not use control name with gadgets that are not always present or better don't "let it remain on it". What that means is add a dummy gadget at the beginning with an own name and whenver you switch...
View ArticleAnswer by unimechanic
This example might help: http://forum.unity3d.com/threads/188202-Simple-dynamic-list-editor
View ArticleAnswer by hoy_smallfry
This is technically a bug, but only because the API is used in a way not intended. When `GUI.SetNextControlName()` is called, it associates a control name key with a control ID value. This means that...
View ArticleAnswer by Terikon
I think that possible solution would be separating selection process from Oliver's question between 2 frames. This is familiar to my answer in this [thread][1]. The problem is in showing/hiding...
View ArticleAnswer by JoeStrout
OK, I've found a work-around for this bug that appears to work. The trick is, make sure your control names are based on GUIUtility.GetNextControlID, rather than your own counter. Unity will be reusing...
View ArticleAnswer by roryo
I have many TextFields and FloatFields that display and hide for parameter lists that pop up when editing nodes in the Archimatix node graph. I solved my control name problems when I finally made sure...
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