sharepoint online – Can we show Hub Site Navigation on classic pages

I have a modern communication site collection which is defined as a Hub Site. and a classic team site which is connected to the Hubsite. now inside the classic site if i use the modern UI the Hub site navigation will be shown which is fine, but if i have a classic page then the Hub site navigation will disappears.. so is there a way to enable the Hub site navigation on classic page?
Thanks

unity – The Architecture of a Scrollable Retro Menu Navigation System

I’ve been trying to research on this topic for quite a while and found barely any useful information.

What I want to achieve:

Replicating a scrollable menu navigation in Unity, like shown here.
It should include pointing navigation arrows like shown in the video, a cursor that indicates the current selected index and the description of that selected entry.

What I tried so far:

Unity’s built in UI scroll rect feature doesn’t really fit to what I want to accomplish, considering that the menu shouldn’t have a scroll bar, meaning keyboard inputs only to navigate.
This post helped me to make the groundwork basically.

if (entries == 10)
        {
            if (Input.GetKeyDown(KeyCode.DownArrow) && allowMoving)
            { //Input telling it to go up or down.
                selectedOption += 1;
                if (selectedOption > numberOfOptions) //If at end of list go back to top
                {
                    StartCoroutine(MoveCursorToTopOrBottomOfTheList(-36));
                    StartCoroutine(ScrollItemList(-36));
                    descriptionBox.text = itemDescription(0);
                    arrowTop.gameObject.SetActive(false);
                    arrowDown.gameObject.SetActive(true);
                    selectedOption = 1;
                }

                switch (selectedOption) //Set the visual indicator for which option you are on.
                {
                    case 1:
                        descriptionBox.text = itemDescription(0);
                        if (rectTransform.localPosition.y == 3)
                        {
                            StartCoroutine(MoveCursor(0));
                        }

                        break;

                    case 2:
                        descriptionBox.text = itemDescription(1);
                        if (rectTransform.localPosition.y == 3)
                        {
                            StartCoroutine(MoveCursor(1));
                        }
                        break;

                    case 3:
                        descriptionBox.text = itemDescription(2);
                        if (rectTransform.localPosition.y == 3)
                        {
                            StartCoroutine(MoveCursor(2));
                        }

                        break;

                    case 4:
                        descriptionBox.text = itemDescription(3);
                        if (rectTransform.localPosition.y == 3)
                        {
                            StartCoroutine(MoveCursor(3));
                        }

                        break;

                    case 5:
                        descriptionBox.text = itemDescription(4);
                        if (rectTransform.localPosition.y == 3)
                        {
                            StartCoroutine(MoveCursor(4));
                        }

                        break;

                    case 6:
                        descriptionBox.text = itemDescription(5);
                        if (rectTransform.localPosition.y == 3)
                        {
                            StartCoroutine(MoveCursor(5));
                        }
                        else if (rectTransform.localPosition.y == 15)
                        {
                            StartCoroutine(MoveCursor(5));
                        }

                        break;

                    case 7:
                        descriptionBox.text = itemDescription(6);
                        arrowTop.gameObject.SetActive(true);
                        if (rectTransform.localPosition.y == 3)
                        {
                            StartCoroutine(ScrollItemList());
                        }
                        else if (rectTransform.localPosition.y == 15)
                        {
                            StartCoroutine(ScrollItemList());
                        }
                        else if (rectTransform.localPosition.y == 27)
                        {
                            StartCoroutine(ScrollItemList());
                        }

                        break;

                    case 8:
                        descriptionBox.text = itemDescription(6);
                        if (rectTransform.localPosition.y == 15)
                        {
                            StartCoroutine(ScrollItemList(12));
                        }
                        else if (rectTransform.localPosition.y == 27)
                        {
                            StartCoroutine(ScrollItemList(12));
                        }
                        else if (rectTransform.localPosition.y == 39)
                        {
                            StartCoroutine(MoveCursor(7));
                        }
                        break;

                    case 9:
                        descriptionBox.text = itemDescription(8);
                        arrowDown.gameObject.SetActive(false);
                        if (rectTransform.localPosition.y == 27)
                        {
                            StartCoroutine(ScrollItemList());
                        }
                        else if (rectTransform.localPosition.y == 39)
                        {
                            StartCoroutine(MoveCursor(8));
                        }
                        break;

                    case 10:
                        descriptionBox.text = itemDescription(9);
                        if (rectTransform.localPosition.y == 39)
                        {
                            StartCoroutine(MoveCursor(9));
                        }

                        break;

                    case 11:
                        descriptionBox.text = itemDescription(10);
                        if (rectTransform.localPosition.y == 39)
                        {
                            StartCoroutine(MoveCursor(10));
                        }

                        break;
                }
            }

            if (Input.GetKeyDown(KeyCode.UpArrow) && allowMoving)
            { //Input telling it to go up or down
              // etc
            }

Now there are several problems with this approach.
As you can see, I’m calling Coroutines every time I want to scroll the (masked) Rect Transform.
This isn’t optimal at all.

But the biggest problem with this approach is that I have to repeat those steps for every possible entry count (1-20 in my case). Meaning I have to figure out when to deactivate the arrows, when to scroll and when to move the cursor for each total entry count. This is far beyond optimal.

Now onto my question:

I’m certain that the game developers back then used a different approach.
I really don’t think that they hardcoded this stuff for every total entry count but had a system/architecture to figure this out instead.
I’m not sure what they did, or how the architecture behind it looks like.

Any help on that would be very much appreciated.

Feel free to ask if you don’t understand something!

gui design – Same Side Navigation for bigger and smaller screens?

I am trying to find a way to navigate amongst rather complex content using an “admin” side navigation. The goal have been to use same navigation regardless of mobile or desktop.

Am I thinking in the right direction or do I have to reconsider?

Live mockup: http://94.237.92.101:6060

Using Hamburger

Bigger screens: The menu should open and close at same level as content. 
Smaller screens: The menu should open and close above content

Resize Windows

Bigger screens: Full menu as default
Smaller screens: No menu as default

Using menu buttons (Home etc)

Bigger screens: Select the active link and stay open
Smaller screens: Select the active link and close

At reloading page

Bigger screens: The menu level select persists and active links should be selected
Smaller screens: The menu should stay closed

Using link on the content

Bigger screens: The menu should stay open at current level and select active link
Smaller screens: The menu should stay closed

information architecture – Evolution of authentication-based navigation

Consider the case where an unauthenticated user sees a main navigation with a few items:

Wireframe of navigation with three tabs

In the old days, someone with admin privileges might log in and simply see additional items exclusive to their role:

Wireframe of navigation with five tabs

In some systems, all of those items would be dumped into an “Admin” menu.

It seems this isn’t what is done anymore – it obviously creates a confusing experience for a user who is inadvertently in an unauthenticated state and doesn’t recognize it.

What are better alternatives to role-based or authentication-based items in the same menu? Adding secondary/utility menus seems to be a popular solution, but even that seems like a dated pattern. Are admins now taken to their own highly differentiated “admin experience”, and is this practical in most cases? What if the admin only needs access to one additional function, such as managing users – is it worth creating a wholly unique experience for that user?

magento2.3 – Modify In Stock functionality of Layered Navigation

In a specific requirement, we need to have out of stock product listed on website for back orders, magento does offer it very well, but I am looking to have a filter for layered navigation, if chosen it should only list products which has got qty >0 , means readily available, if I enable that qty and stock status in layered navigation along with option of show out of stock products, it always list out of stock products too, while I dont want them if that filter is selected.

Is reversing the menu order on mobile navigation a good idea?

I work at a place where they are keen on reversing the order of the navigation items on mobile menus.

The menu is at the bottom of the screen, and the order is reversed, so Home (basically the three most important menu items) are on the bottom of the list while on desktop they would be most left of the list:

Desktop menu:

Home | About Us | Pricing | Whaterver

Mobile menu

Whatever
Pricing
About Us
Home 

I have found one case online where this practise is suggested.
To me, it is very counter intuitive since logically the most important thing is on top, and not on the bottom of the list.

I can see that the bottom items are more easily reachable with the thumb like this, but I imagine users would be spending more time trying to find the Home button in the list, since they would start to look at the top of the list.

Is there any extensive testing done on this subject? Any insights?

angular 2+ – Is it a good practice to restrict refresh , reload & back navigation of a browser(In some special cases only) ? If yes how can we implement that?

The user can’t be navigated to the previous page when we click on back navigation. In some cases, we are able to navigate when the page is refreshed/reloaded. need to restrict to a couple of pages, not throughout the app.
Actually, I’m using this

        constructor( private location: LocationStrategy){
history.pushState(null, null, window.location.href);  
this.location.onPopState(() => {
  history.pushState(null, null, window.location.href);
});  
}

navigation – Correct “Back” button behaviour in CRUD-like web application

I’m going to simplify the scenario I’m woking on.

In my CRUD-like application I have several lists of entities and an associated create-new-entity-form that I can reach clicking on a link in the related list, some thing like this:

Entity List of A --> Create new A
Entity List of B --> Create new B
Entity List of C --> Create new C

In each form I have a “back” link that redirects to the related list page.

But I have an exception in my app: a form that can be reached from several pages.

Now, I’d like to put a “back” button also in this form but I have some doubts about which back-page redirect to…

I thought about making the back-page contextual, so if I reach the form from page x, I’ll go back to x ans so on… but I don’t know if this is a correct behaviour for it.

Any suggestion?

Multilevel navigation in data-table including details and actions

I have multiple interactions from one screen to another and from that screen to the next screen. At least 4 levels of navigation happens in one use case.

Example

User lands on the data table which has many columns and multiple rows with pagination.
Now the user will click on one row and gets into details of that row and perform a particular action where the user might open different popups and confirm the action.

Current Approach

Currently, I have opened up the popup with details and performing actions.
But I am not confident about this approach.

Main goal

The user should not lose the context from the main screen when performing the action.

Any suggestions? Thanks in advance.