#đ§°âui-toolkit
1 messages · Page 30 of 1
Those things have generally kept me moving forward without issue. In generally like the framework and the UI has so far worked for most of my stuff pretty well
It's a great tool, but needs some refinement
yeah I don't know that I've ever had a great experience with a WYSIWYG
Hi for some reason I'm using the text but when I look into game view there's no text but the text shows up in the scene view... why is this happening?
Never mind I found out why! It's because it had to be a child under a canvas and for the render space it had to be world space
i hate unity 2021
do listView.Rebuild()
Thanks
Can you give me more detail?
when you changed the size of your IList you must tell the changes of the itemSource to the ListView by doing someListView.Rebuild()
btw, why you have the foldoutheader but you still make a function to determine the size of the inventory?
tutorial told me do that
aight, carry on!đ
btw why the same code not work the same?
Probably because something else is not the same :D
Hello all, having fun with unity here!. Problem came up while I am building my interface in UI Builder using UXML and UI Toolkit.
I'm unable to find any clear documentation or people discussion the simple step of being able to assign a click event from the UXML elements to a callback function in my controller.
Everything I come across programmatically creates the buttons.
If you can provide any links that could help me with my particular scenario that would be great. Tried googling for a while now.
Thanks!
@stray estuary you can select your button via UQuery and then change its clicked property, or register a callback with RegisterCallBack() method.
https://docs.unity3d.com/2021.3/Documentation/Manual/UIE-UQuery.html
https://docs.unity3d.com/2021.3/Documentation/Manual/UIE-Controls.html
There's also these tutorials.
They are a little outdated, but should help you through the basics
https://www.youtube.com/playlist?list=PLmdJ8so4ffmvVKgECJF4FlnTfOq-2DcYa
thanks for the help, this solved my issue!
just a tip: you can shorthand Query<T> to just Q<T>.
Hey everyone, can any one help me out and tell me if it's possible to create a none square mask? I want to have it in this shape but the mask doesn't work as the area is still a square
Hey guys I am remaking my UI to use the new unity UI tookit framework and wondering if I should use additive scene vs prefab to handle sharing ui elements across scenes. I am in need of an inventory system, hotbar and player overlay. I am reading that because of addressables additive scenes are useless for what I am trying to do. Any suggestion? Thanks
Are you really using the new #đ§°âui-toolkit or the legacy ui?
It's on their roadmap. But as of today you cant create masks, just containers that act as a viewport
Additive scenes to reuse ui feels excessive. What do you guys think?
Really hoping someone can help out here!
We are pretty new to using the new UI toolkit, and ran into this issue. We want to render it using layers, so we can render other camera views on top of the UI built with the new UI Toolkit. But how do we achieve this? The normal layering and overlay method doesnt seem to work in our case. You can see the normal setup in the screenshot (i have tried moving stuff around as well)
A possible workaround would be overlaying a camera into the UI Element, but i don't know if this is possible either. Hopefully one of you big brains have my solution :-)
Hey, has anyone used the UI-Toolkit in a production app before? Is it stable enough?
It's got its issues and limitations. Some of which will stop certain types of productions, or be a pain in the ass if you run into them repeatedly. It's worth looking at the UI comparison docs (pinned here), and noting that being on the latest Unity releases will get you more features. I've personally had to report a lot of bugs and make my own workarounds for a number of issues, but UGUI causes me physical pain (https://twitter.com/linustechtip_/status/1511904688278491137) so I wouldn't choose the alternative unless I require it đ
I asked this previously but I lost the messages saying how I would do this. How can I get windows like these? I have no idea what to search online.
Please don't cross-post.
You could google "graph view blackboard"
There's a tutorial for graph view pinned to #âïžâeditor-extensions. I think Unity is generally moving towards using their wrapper for the core which is called GraphTools Foundation. But the base will get you going fine enough.
alright, thanks
Hello, is it possible to do something like this with UI Toolkit? It is a menu over a gameobject I suppose
Or is it mandatory to use canvas to achieve something like this?
am using ui toolkit to make custom inspector i have problem in reset button it doesn't update until i unselect and select the gameobject again
UIToolkit doesn't support world-space documents yet
Hi, is there any tutorial or guidelines or anything on how to use the localization package with ui toolkit ?
Hey vertx - I was going to suggest the workflow of giving the panel asset a RenderTexture and then applying that to the meshâs material. Any reason you think this wouldnât work? We use it for world space uiâs without much difficulty including mouse picking.
If it's working for you, go for it. I'm not really going to recommend workarounds for things that aren't actually supported as there's just a lot to get into for the unexperienced.
I can understand that. From my pov it isnât a workaround - it appears to work as designed (as per their world space example). Yet for some reason they keep saying world space ui is unsupported- really wonder what they imagine ever doing other than what already exists.
They don't want to support that workflow. When they have a workflow that does it officiallyâwhere you don't have to create your own RT, material, and handle input routingâthen they'll be open to fixing bugs that occur in it.
why is every time i import new font by text mesh pro there will be something annoying
why does property drawer dont have VisualTreeAsset visible in the editor?
how do i make that square image appear below the text?
I'm very new to untity and I can't figure out how to make a basic ui button. Is there a simple guide or something I can follow
in ui toolkit are buttons, u have only to move them at the right possession
how to add unity event to ui toolkit
you can't at the moment, you must use imgui container to do so..
(correct me if I'm wrong here)
i managed to make all of that by my self but right now am facing small problem in inspector one i press Rest the ui elements stay same until i reload the scene
give me a second i will show u a video
@gusty vapor any idea why it doesn't reset immediately
sorry, I don't know đ
this shit happens when I try to set value to max on sliderints programmatically.