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  1. Location
    Denmark/Hong Kong
    Posts
    89

    OpenGUI: Open source GUI framework for Unity


    HEADS UP!
    v0.9-beta-12: Improvements to widget selection in edit mode. You can now shift click to select multiple widgets. Selection is now also dependent on the draw order rather than z position.

    v0.9-beta-10: All widget styles are now updated on OGPage:StartPage(), so if you change something in your OGSkin, it should update at runtime and when you click "Set current"/"Update" on the OGPage component.

    v0.9-beta-8: Introduces a new font rendering algorithm and does require a few adjustments on your part. This was necessary, and improves text kerning a lot! I've put up a quick how-to on the wiki. Check out the package for a demonstration, the OGDefault skin is set up to accommodate for the changes.

    IMPORTANT NOTES
    • If changes to your OGSkin don't stick between restarts, try dragging it into the scene and applying it. If this does happen to you, please leave a comment in the issue tracker describing what happened
    • The folder structure must be preserved for OpenGUI to work with C#, because of the Unity compiler order. Also the .cs files must be in a subdirectory. e.g. /Assets/Scripts.
    • MonoDevelop doesn't always see the OpenGUI classes, as it tends to favour C#. This is a bug on their part, not much we can do.

    Participate

    Disclaimer
    Although OpenGUI is being improved upon regularly, it does still have some rough edges. It probably won't turn your computer into a suicidal toaster, but there are no guarantees.

    Web demo


    Last edited by mrzapp; 3 Days Ago at 01:27 AM.


  2. Posts
    30
    hi,
    i like the open source approach and the demo looks good. When I run the demo in unity everything is like expected in play mode but I can't see the elements in edit mode. Shouldn't they be visible?


  3. Location
    Denmark/Hong Kong
    Posts
    89
    I should mention that it'll still be in the game view. Maybe that's the problem?


  4. Location
    Denmark/Hong Kong
    Posts
    89

    Update

    Uploaded changes for touch support in OGScrollView and changed coordinates to Matrix4x4, so rotation is possible


  5. Posts
    30
    thanks for the reply. Would it be possible to add the possibility to view it in edit mode? Would speed up the development!


  6. Location
    Basement
    Posts
    188
    This is nice, still checking it out.
    BullsEye - Development blog


  7. Location
    Denmark/Hong Kong
    Posts
    89
    @The Ghost: Thanks, let me know if there are any problems


  8. Location
    Denmark/Hong Kong
    Posts
    89
    @dev_peter: It does work in edit mode, it's just displayed in the game view. Unfortunately the edit view is off limits for OnGUI draw calls. What you can do is accommodate for it with an appropriate layout for GUI editing. This is the one I am using:
    Last edited by mrzapp; 05-27-2013 at 11:57 PM.


  9. Location
    Denmark/Hong Kong
    Posts
    89

    Update

    Added component menus and tabs


  10. Posts
    30
    ah ok, thats fine! I'll tried it but couldn't see anything But I'm sure I did something wrong. Will try it again late. How are you dealing with mobile devices and different screensizes?


  11. Location
    Denmark/Hong Kong
    Posts
    89


    All widget types inherit the same master class OGWidget, which has the "stretch" and "anchor" subclasses. With those you can position and resize any widget according to screen size with a "factor" property (for instance, set that to 0.5 and the widget only stretches to half the screen size). There is also a manual offset so you can stretch them to be something like the screen size minus 20 pixels/world units. That is basically all you need to accommodate for multiple screen sizes and ratios.

    I updated the original post with a link to a quick API reference i just did. It's not totally there yet, but it covers the basics.
    Last edited by mrzapp; 05-28-2013 at 06:21 AM.


  12. Location
    Izhevsk, Russia
    Posts
    9
    Thank you for great and easy to use framework! There is C# version OpenGUI.zip


  13. Posts
    162
    This looks really good! First thing I am going to do after getting back from school is install this.

    +1 to you.


  14. Posts
    20
    Hey this is pretty neat GUI

    You can copy text line carriage returns from notepad and they will appear with with carriage returns. This seems to work for text-fields.
    Haven't used any scripting yet to make changes. But should be fun.

    cheers!!!



  15. Location
    Denmark/Hong Kong
    Posts
    89
    Quote Originally Posted by mrbroshkin View Post
    Thank you for great and easy to use framework! There is C# version OpenGUI.zip
    Oh wow! I haven't been back here for a while, I've been making updates to the code, but I didn't think anyone was interested in it. When I am done with the features I think are missing from this (which is not a tremendous amount, but still quite a bit), I should merge it with your C# version.

    Thanks for the interest!

    EDIT: Latest package uploaded here.
    Last edited by mrzapp; 11-21-2013 at 09:52 PM.


  16. Posts
    374
    Pretty sweet! Thanks mrzapp.


  17. Location
    Denmark/Hong Kong
    Posts
    89

    Preview of OpenGUI 1.0

    I've been spending some time starting this framework again from scratch (while trying to maintain backward compatibility).
    The reason is that I wanted to reduce draw calls and start moving away form the native GUI system and onto the low-level GL library, as OnGUI will inevitably be discarded at some point.

    Changes
    - Atlases (meaning all textures are drawn with the same draw call!)
    - Complete rewrite, meaning more stability
    - Custom inspectors to facilitate making skins

    To do
    - Scroll views don't clip the child objects very well yet.
    - All text is still truetype, so a draw call each. ( fixed! )

    I'm pretty hyped about this, because when I get the bitmap text going, this will essentially be a single drawcall GUI \o/

    If anyone wants to help me test this out, the code with example project can be cloned from the GitHub page. It's in the "testing" folder.
    Last edited by mrzapp; 11-28-2013 at 06:14 PM.


  18. Location
    Greece
    Posts
    387
    Hi mrzapp.

    It looks very interesting.

    But I fear we cannot use your gui beacause you have it under gpl license.


  19. Location
    Denmark/Hong Kong
    Posts
    89
    Quote Originally Posted by elias_t View Post
    Hi mrzapp.

    It looks very interesting.

    But I fear we cannot use your gui beacause you have it under gpl license.
    There we go, changed to Creative Commons Attribution 4.0 International I'll try to keep the 1.0 version backward compatible, but be prepared to make some changes, as there will be a new skinning system and a select few variable deprecations.


  20. Location
    London Canada
    Posts
    360
    I've been spending some time starting this framework again from scratch (while trying to maintain backward compatibility).
    The reason is that I wanted to reduce draw calls and start moving away form the native GUI system and onto the low-level GL library, as OnGUI will inevitably be discarded at some point.
    mrzapp: How goes the rewrite? I don't need an AI immeadiately , so I figure I might as well wait for the new version.

    cheers, gryff

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