Anthony,
I downloaded 1.0.4 and used it unmodified on the sample project. Here is a video that shows that when the "Process" button is pressed the newly visible objects are not properly contained within their parent containers.
I'm not sure how to make the sample project any simpler and still reproduce the issue. You should just be able to run it and press the "process" button to see this particular improper behavior.
The sample project is built to demonstrate using common Responsive UI prefabs in different UI layouts, which means the runtime view is different than the inspector view.
Here is the updated sample project as a package, with Exoa and TMP removed:
It will now toggle the behavior of "Process" between:
- Showing progress bar of files being processed.
- Showing an error that no files were found.
NOTE: The following functions still return NaNs when the division counts are 1, making a divide by 0 (Infinity) NaN. Also, if the counts are 0 or percentages are just over 100%, they make a Negative number which would also be bad. I believe these functions should only return >= 0 . This also applies to the "out" variables.
- CalculateSpaceBetweenItemsY
- CalculateSpaceBetweenItemsX
- CalculateFlexibleItemSpaceX
- CalculateFlexibleItemSpaceY
EDIT: I have some changes I made if you are interested in seeing them, just let me know where I should send them.
EDIT 2: I expect one problem may be that when the "Process" button is pressed and the active state of "Directory" and "Process" game object is changed, then parent of "Process" and "Directory" does not detect a change since there is still only 1 child active, but it is a different child than what was active previously. Possibly creating a hash of the active children using their UUID's may let this be detected.