Why the UI text value is changing take affect only when returning back to the visual studio window and than back to the editor?

My guess is because I’m using OnValidate but is there another way to try to accomplish what I’m trying ?

The goal is use the drawn circle in one script information and use this information in another script.

For example the GameObject the draw circle script is attached to I want to get the Y position of that GameObject and assign the value to the other script specific variable in both Editor and Runtime modes.

This script draw a circle in this case around my player and I attached this script to a empty GameObject child of my player so I can change the circle height by changing the GameObject Y position :

using UnityEngine; using System.Collections; using System;  [ExecuteAlways] [RequireComponent(typeof(LineRenderer))] public class DrawRadiusAroundObject : MonoBehaviour {     [Range(1, 50)] public int segments = 50;     [Range(1, 5)] public float xRadius = 5;     [Range(1, 5)] public float yRadius = 5;     [Range(0.1f, 5f)] public float width = 0.1f;     public bool controlBothXradiusYradius = false;     public bool draw = true;      [SerializeField] private LineRenderer line;      private void Start()     {         if (!line) line = GetComponent<LineRenderer>();          CreatePoints();     }      //private void Update()     //{     //         //}      public void CreatePoints()     {         line.enabled = true;         line.widthMultiplier = width;         line.useWorldSpace = false;         line.widthMultiplier = width;         line.positionCount = segments + 1;          float x;         float y;          var angle = 20f;         var points = new Vector3[segments + 1];         for (int i = 0; i < segments + 1; i++)         {             x = Mathf.Sin(Mathf.Deg2Rad * angle) * xRadius;             y = Mathf.Cos(Mathf.Deg2Rad * angle) * yRadius;              points[i] = new Vector3(x, 0f, y);              angle += (380f / segments);         }          // it's way more efficient to do this in one go!         line.SetPositions(points);     }  #if UNITY_EDITOR     private float prevXRadius, prevYRadius;     private int prevSegments;     private float prevWidth;      private void OnValidate()     {         // Can't set up our line if the user hasn't connected it yet.         if (!line) line = GetComponent<LineRenderer>();         if (!line) return;          if (!draw)         {             // instead simply disable the component             line.enabled = false;         }         else         {             // Otherwise re-enable the component             // This will simply re-use the previously created points             line.enabled = true;              if (xRadius != prevXRadius || yRadius != prevYRadius || segments != prevSegments || width != prevWidth)             {                 CreatePoints();                  // Cache our most recently used values.                 prevXRadius = xRadius;                 prevYRadius = yRadius;                 prevSegments = segments;                 prevWidth = width;             }              if (controlBothXradiusYradius)             {                 yRadius = xRadius;             }         }     } #endif } 

The object with the drawn circle :

Drawn circle around the player

And this script is making an object the Target child to rotate around my player. I want by using the drawn circle information to set the rotating variables.

using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine;  [ExecuteAlways] public class SimpleRotate : MonoBehaviour {     public List<TextMeshProUGUI> uiText = new List<TextMeshProUGUI>();      public DrawRadiusAroundObject drawAround;      // Add this script to Cube(2)     [Header("Add your turret")]     public GameObject Turret;//to get the position in worldspace to which this gameObject will rotate around.      [Header("The axis by which it will rotate around")]     public Vector3 axis;//by which axis it will rotate. x,y or z.      [Header("Angle covered per update")]     public float angle; //or the speed of rotation.      public float upperLimit, lowerLimit, delay;// upperLimit & lowerLimit: heighest & lowest height;      private float height, prevHeight, time;//height:height it is trying to reach(randomly generated); prevHeight:stores last value of height;delay in radomness;       // Update is called once per frame     void Update()     {         //Gets the position of your 'Turret' and rotates this gameObject around it by the 'axis' provided at speed 'angle' in degrees per update          transform.RotateAround(Turret.transform.position, axis.normalized, angle);         time += Time.deltaTime;         //Sets value of 'height' randomly within 'upperLimit' & 'lowerLimit' after delay          if (time > delay)         {             prevHeight = height;             height = Random.Range(lowerLimit, upperLimit);             time = 0;         }         //Mathf.Lerp changes height from 'prevHeight' to 'height' gradually (smooth transition)           transform.position = new Vector3(transform.position.x, Mathf.Lerp(prevHeight, height, time), transform.position.z);          uiText[0].text = angle.ToString();         uiText[1].text = upperLimit.ToString();         uiText[2].text = lowerLimit.ToString();         uiText[3].text = delay.ToString();          upperLimit = drawAround.transform.position.y;     } } 

The object with the script that make Target object child to rotate around my player

Target is the basketball.

The basketball rotating around my player.

For example I tried to set the object Y position value on the Upper Limit variable in the SimpleRotate script.

Everything is getting update find in editor mode and runtime mode except the ui text.

First of all I’m not sure using [ExecuteAlways] in both scripts is the right way and second because I’m using OnValidate in the script that draw the circle the affecting on the variable upper limit is taking affect only when I validate by changing windows in the editor mode.

clasic editor – article categories customization?

I notice when editing an article (using classic editor), the article categories puts the checkbox and check for the articles category at the top of the list. Is there a way I can configure it to keep it in the tree?

The reason is when I have multiple sub-categories with the same name, you can’t tell what category it really is. For example, several products with a FAQ category, when it just puts FAQ at the top, outside the tree, you don’t know what category it actually is. I mean you can go look and see where it’s missing from the tree, but that’s still a problem where some other sub-category may or may not exist under another category so you don’t know if it belongs to one that has it or one that doesn’t have it (but you don’t know because there are too many to keep track of in your head).

Thanks.

Why when I move the transform closer to the target by dragging it in the editor in the scene view the target start stuttering and moving back?

The script is attached to a transform that move to a target and than when reaching the target the transform become child of the target.

The script is working fine as it is now but if I drag with the mouse in the editor in the scene view the target to the moving transform while the transform is already moving to the target then the transform start stuttering and even moving back a bit like pushed back some forces pushing it back maybe because I’m using lerp in lines 55,56 ? I want to use lerp but maybe it’s making the problem?

Second if I move the target away from the transform instead trying to chase me and reaching me its doing this problems again.

I want that if I’m dragging and make the target closer to the moving transform than just keep the transform moving to the target and become child when they reaching each other and if I drag the target away from the transform make the transform try to chase me reach me and become child too.

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MoveToTarget : MonoBehaviour {     public enum TransitionState     {         None,         MovingTowards,         Transferring     }      public Transform destinationTransform;     public float speed;     public float lerpTime;     public bool isChild = false;      public AnimationCurve curve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 1.0f);     public Transform start;     public Transform end;     public float duration = 10.0f;     private float t;      private Transform originTransform;     private float timer;     private TransitionState state = TransitionState.MovingTowards;     private Vector3 originTrans;      void Start()     {         t = 0.0f;          curve.postWrapMode = WrapMode.PingPong;         originTrans = transform.position;     }      void Update()     {         switch (state)         {             case TransitionState.MovingTowards:                 var v = destinationTransform.position - transform.position;                 if (v.magnitude < 0.001f)                 {                     state = TransitionState.Transferring;                     originTransform = destinationTransform;                     timer = 0;                     return;                 }                 Vector3 moveDir = v.normalized;                 //transform.position += moveDir * speed * Time.deltaTime;                 t += Time.deltaTime;                 float s = t / duration;                 transform.position = Vector3.Lerp(originTrans,                     destinationTransform.position, curve.Evaluate(s));                 break;              case TransitionState.Transferring:                 timer += Time.deltaTime;                 this.transform.position = Vector3.Lerp(originTransform.position, destinationTransform.position, timer);                 if (timer >= 1.0f)                 {                     this.transform.parent = destinationTransform;                     isChild = true;                     state = TransitionState.None;                     this.enabled = false;                     return;                 }                 break;              default:                 this.enabled = false;                 return;         }     } } 

Run function after loading components into gutenberg editor sidebar

I would like to run a function after I load the meta box/components into the sidebar just in the gutenberg editor.

I know I could do it with add_action(‘add_meta_boxes’), but the function I want to run only works in the gutenberg editor. So how do I make this shot on Gutenberg’s JS?

Tried something like below, but doesn’t work.

wp.hooks.addAction('add_meta_boxes', 'cgb/generic-call-block', function () {     console.log(         'after the editor sidebar components have loaded'     ) }) 

Is there a way to grab the current value of the editor in Gutenburg/Classic WordPress editor? (Not the saved value of the post!)

I’m trying to make my plugin "Gutenburg – compatible". I have some issues when replacing the editors contents. Before I could just change value by using #content but with Gutenburg there’s obviously a new approach with REST API.

Is there a way to grab the current value of the editor? (Not the saved value of the post!)

I want this because I want to replace values of the core/editor in realtime. It works with the classic editor active but I don’t want to require that.

let old_content = ''; old_content = wp.data.select( 'core/editor' ).getCurrentPost().content;      //TINYMCE => old_content = $  ('textarea#content').html();  //Aim is to do a replace like this (and this works but only FIRST time because old_content  //fetches from server/db instead of the actual editor (If I understand this correctly)  wp.data.dispatch( 'core/block-editor' ).resetBlocks( wp.blocks.parse( new_content ) ); //TINYMCE: $  ('textarea#content').html( new_content ); 

How to Add Custom Button to Text(HTML) Editor and NOT Visual Editor

I followed this tutorial which is adding a custom button into Visual Editor as it is supposed to. But this is not adding the button into the Text(HTML) Editor. Can you please let me know how I can add my own button into Text(HTML) Editor only (or at least both! and not Visual one)

function enqueue_plugin_scripts($  plugin_array) {     //enqueue TinyMCE plugin script with its ID.     $  plugin_array["green_button_plugin"] =  plugin_dir_url(__FILE__) . "index.js";     return $  plugin_array; }  add_filter("mce_external_plugins", "enqueue_plugin_scripts");  function register_buttons_editor($  buttons) {     //register buttons with their id.     array_push($  buttons, "green");     return $  buttons; }  add_filter("mce_buttons", "register_buttons_editor"); 

How to remap one of the TinyMCE Advanced Editor button to open the wordpress media library?

I am using the TinyMCE advanced editor for my WordPress site. I want the users in the frontend to be able to upload images using the WordPress media gallery, and for this purpose I would like to remap the Insert/edit image button, or add a new button (whichever is more feasible) to open the WordPress media gallery, so that the Authors can add captions and alt text to their images:

enter image description here

I have been searching on the internet about this, but haven’t found anything fruitful yet.

Can someone help in this regard?

Missing .twig files in wordpress theme editor

I just started learning timber. Timber uses twig as its templating engine.

This is great but I have a problem with displaying all .twig files in the theme editor. I’m using VS code for my code development so I have no problem viewing and accessing .twig files there.

My problem is with the built in wordpress theme editor.

Do you know of a way to show all the file/folder structure when using the theme editor? starting with displaying .twig files but would also be nice to see all file/folder structure including, vendor, composer.json etc…

Visual Editor Background

I have a WordPress site in which the background colour is black and the text is white. The site is fine, but it’s a real pain trying to edit content in the visual editor as the background is white and it is the same colour as the text.

so, How do I change the background colour of the visual editor to black or any other colour so that the content can be automatically readable if the text colour is to be white, because my normal page shows the dark colour in the background, but when I am doing a post, it is coming to be very painful that I don’t need to change it every time …

see image: enter image description here