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AltSDK: AltSketch, AltAssets, New Unity UI & NGUI Controls, etc.

Discussion in 'Made With Unity' started by AltSoftLab, Jun 4, 2015.

  1. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    188
    Facebook | Twitter | Instagram | Unity | AssetStore | AltSoftLab
    >> AssetStore links, Web Demos and more info at AltSDK main forum <<

    AltSDK specialized forums (all these tools are parts of the one AltSDK Asset):

    AltSDK
    solution is a set of Frameworks, Libraries, UI controls, Tools and Editor Extensions designed for a wide range of applications and tasks. All AltSDK solutions are pure C# (100% managed), without unsafe code and doesn't depends on any external platform native libraries (no any wrappers are used).

    AltSDK consists of 5 major components:
    • AltAssets - a wide range of solutions (adapted popular libraries)
    • AltStudio - an independent Professional IDE and set of Unity Editor Extensions
    • AltSketch - high level graphics library with extended System.Drawing like API (Fonts, Pens, Brushes, Interactive Geometries, etc.) and rendering by using integrated Software or external Hardware Render Backends. READ MORE
    • AltGUI - a Professional GUI Framework highly integrated into new Unity UI, Unity Editors and NGUI
    • AltOS - a universal Virtual Environment for AltGUI applications

    AltAssets

    • [NEW] SQLite (Demo Coming Soon) - a C# implementation of the full SQLite software library. Contains Alt.Data.SQLite API that equals to System/Mono.Data.SQLite
    • [NEW] XMPP/Jabber (Demo Coming Soon) - a set of libraries to access the Jabber platform in .Net. Works in Web Player
    • HTML / CSS - interactive HTML 4.01 and CSS level 2 Renderer Library is a multipurpose and high performance HTML interactive solution that provides text selection, link clicked events, scrolling, auto layout, [NEW] PDF export, etc. Useful for creating reports that supports preview. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • ICSharpCode TextEditor - an advanced text editor used in SharpDevelop 3 with syntax highlighting determined by the syntax highlighting definition (.xshd file). Integrated to the AltGUI, new Unity UI and NGUI as control
    • SVG - a C# Scalable Vector Graphics rendering engine. Allows reading, transform and displaying of SVG files. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • GMap - a great and powerful real time GIS solution. Enable use routing, geocoding, directions and maps from Coogle, Yahoo, Bing, OpenStreetMap, ArcGIS, Pergo, SigPac, Yendux, Mapy.cz, Maps.lt, iKarte.lv, NearMap, OviMap, CloudMade, WikiMapia, MapQuest, etc. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • PDFsharp - a widely used.NET library for processing PDF files. You create PDF pages using drawing routines known from AltSketch. Almost anything that can be done with AltSketch will also work with PDFsharp. The same drawing routines can be used to create PDF documents or draw on the screen. It includes support for Unicode in PDF files. READ MORE
    • OxyPlot - a professional universal Interactive Plotting Library that contains many different types of axes and series. The plots can be exported to file formats like png, pdf and svg. Includes hundreds of examples. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE (READ MORE 2 - GIS related features)
    • NPlot - an elegant Interactive Charting Library with flexible API. Includes a class for creating Bitmaps. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • 3D PieChart - a highly customizable Interactive 3D Pie Chart control. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • ZedGraph - a widely used Interactive Charting Library for creating 2D line, bar, and pie graphs of arbitrary datasets. The classes provide a high degree of flexibility - almost every aspect of the graph can be user-modified. At the same time, usage of the classes is kept simple by providing default values for all of the graph attributes. The classes include code for choosing appropriate scale ranges and step sizes based on the range of data values being plotted. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • [NEW] MigraDoc - a document generator. It supports almost anything you find in any good word processor. You just add paragraphs, tables, charts, arrange all this in sections, use bookmarks to create links, tables of contents, indexes, etc. MigraDoc will do the layout creating page breaks as needed. MigraDoc will create PDF, XPS, or RTF documents. Useful for creating reports that supports preview. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • AForge - a framework designed for developers and researchers in the fields of Computer Vision and Artificial Intelligence - neural networks, genetic algorithms, machine learning, robotics, etc.
    • Awesomium - a control for integration Awesomium Web Browser into you UI. Integrated to the AltGUI, new Unity UI and NGUI as control
    • Box2D - a C# port of Box2D Physics Engine for simulating rigid bodies in 2D. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • Farseer Physics - a collision detection system with realistic physics responses. Farseer Physics is an extended reimplementation Box2D Physics Engine. Integrated to the AltGUI, new Unity UI and NGUI as control. READ MORE
    • [NEW] ZLIB.NET - a 100% managed version of ZLIB compression library which implements deflate and inflate compression algorithms
    • etc. - many new solutions are on active development and will be appended soon
    AltSDK also contains some integrated solutions available to AltSDK customers:
    • AltNETType - port of full FreeType rendering engine to managed C#. READ MORE
    • DotNetZip - zip file manipulation for .NET, and more (including replacements for the buggy Microsoft GZipStream and DeflateStream classes)
    • Alt.ComponentModel - multiplatform implementation of System.ComponentModel
    • Alt.Data - multiplatform implementation of System.Data
    • Alt.Xml - multiplatform implementation of System.Xml
    AltSDK has a Virtual File System support with Zip containers for resources loading. All AltAssets functionality works via VirtualFS and all resources can be loaded as from real file system, so from Zip containers (from files or memory streams).


    AltStudio

    AltStudio is the first IDE based on absolutely Virtual GUI (AltGUI). It will be integrated into Unity Editor and will have a powerful Designer Tools for AltGUI and many Unity developers useful solutions.
    The parts of AltStudio are several independent Unity Editor extensions that are coming very soon:
    • [NEW] Advanced Script Inspector (Coming Soon) - based on ICSharpCode TextEditor an advanced editor for any Unity scripts and other text files. Includes syntax highliting, intellisense, code completion and embedded inside the Unity Editor
    • [NEW] Font Inspector (Coming Soon) - an advanced font inspector with font previewing
    • [NEW] Universal Object Inspector (Coming Soon) - based on AltGUI.PropertyGrid an advanced universal object inspector that represents all object properties in a grid form like Properties window in MS Visual Studio
    • [NEW] Alternative Console (Coming Soon) - an advanced console with some useful extensions in conjunction with Script Inspector (opening sripts in AltStudio / AltScriptInspector to locate compile / runtime errors, warnings and log entries, browsing the call stack and navigation to caller script locations
    • etc. - many new extensions are on active development too and will be appended soon as parts of AltStudio inside Unity solution

    AltSketch - Just Draw It!

    AltSketch is a platform independent Vector Graphics Library with extended System.Drawing (GDI+) like API and Software and Hardware Render Backends (solid and texure AA visual data triangulation) for Games, Scientific Applications & other uses of Computer Graphics. It depends only on System assembly and has own Alt.Data & Alt.Xml multiplatform realizations.

    AltSketch main features:
    • Fast realtime Raster and Vector Text Render based on AltNETType (C# port of full FreeType font render engine)
    • Pens with different styles (solid, dotted, etc.) for drawing any geometries
    • Brushes with different styles (solid, gradient, image, hatch, user defined material, etc.) for filling any geometries
    • Boolean operations on geometries
    • Programmable geometries (geometry generation by algorithm)
    • Image IO operations with different formats (PNG, Jpeg, animated GIF, BMP, Tiff, TGA) from files, streams, memory buffers
    • Fast integrated Software Render Backend (independent on any external graphics)
    • Flexible API for Hardware Render Backend (implemented for Unity and many other graphics and game engines)
    • AltSketch Unity Hardware Render Backend uses only very simple Unity API (not requires FSAA for anti-aliasing, no special shaders, etc.)
    Read more...


    AltGUI

    AltGUI is a new Unity UI & NGUI integrated Professional GUI Framework with Windows Forms like API and hundreds of controls (Docking Windows, Menus, Advanced Editors, Lists, Trees, Data & Property Grids, Buttons, Tabs, File/Font/Color/Other Dialogs, etc.), Data Bindings, hundreds of properties, events and funcs. All AltGUI controls can have HTML4 / CSS2 backround. XAML, Animations, View Models, and pther functionality is under develop. Any AltGUI control can be used in Unity UI & NGUI.

    With AltGUI you can develop, use and distribute controls for the new Unity UI and NGUI (and native AltGUI and AltOS) applications without any differences per each GUI (yours receivers just must have AltSDK). With AltGUI you no more need any specific not flexible and hard coded operations with vertex and texture buffers/objects – just draw your controls with pens, brushes, fonts, boolean geometries, etc. with the single API like it processed with System.Drawing (GDI+) in Windows Forms or draw funcs and shapes in WPF. AltGUI can be used directly without any other GUI (useful in developing process). AltGUI controls can be used in Unity UI or NGUI like Windows Forms controls can be used in WPF or WPF controls can be used in Windows Forms.

    Because AltGUI has Windows.Forms like API and functionality (in conjunction with AltSketch that is similar to System.Drawing - GDI+) it's easy to understand it and port to AltGUI a wide variety of useful libraries and solutions.


    AltOS

    AltOS is a like Virtual Environment for AltGUI native applications like SilverOS but more functional and flexible. All AltGUI applications working in AltOS in cooperative multitasking - all AltGUI applications working in one thread. Preemptive multitasking (each app working in its own thread) is in the roadmap. AltOS tool enables AltGUI applications to run in any real OS environment without any differences. This tool is under active development and will be available very soon.


    AltSDK Social Links:

    AltSketch demonstration video (all features are available in AltGUI Controls and represented in Demo):


    Some screenshots are represented below. Look more in AltSoftLab Screenshots Gallery

    AltGUI Unity NGUI Integration - Vector Text Double Path Transform
    [​IMG]

    AltGUI Unity UI Integration - HTML Panel
    [​IMG]

    AltGUI Unity NGUI Integration - GMap
    [​IMG]

    AltGUI Unity UI Integration - ICSharpCode TextEditor
    [​IMG]

    AltGUI Unity NGUI Integration - NPlot
    [​IMG]

    AltGUI Unity UI Integration - OxyPlot
    [​IMG]

    AltGUI Unity NGUI Integration - 3D Pie Chart
    [​IMG]

    AltGUI Unity UI Integration - SVG
    [​IMG]

    AltGUI Unity NGUI Integration - QuickFont
    [​IMG]

    AltGUI Unity UI Integration - Geometry Sin Transform
    [​IMG]

    AltGUI Unity NGUI Integration - Farseer Physics
    [​IMG]

    AltGUI Unity UI Integration - Geometry Boolean Operations
    [​IMG]
     
    Last edited: Jan 7, 2017
    XCO and Arisha like this.
  2. Arisha

    Arisha

    Joined:
    Jun 13, 2014
    Posts:
    19
    Impressing! Looks it's really more easy to make useful controls for UI by using widely used API. Thinking to upgrade my AltSketch license. Is it possible to create and distribute new controls for Unity UI / NGUI in Unity Asset Store?
     
    AltSoftLab likes this.
  3. raybarrera

    raybarrera

    Joined:
    Nov 20, 2010
    Posts:
    190
    Can't wait to get my hands on this--it looks very promising!
     
    AltSoftLab likes this.
  4. XCO

    XCO

    Joined:
    Nov 17, 2012
    Posts:
    304
    :)
     
    AltSoftLab likes this.
  5. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    188
    Hi Arisha,

    Thank you! Yes, of course! It just requires for your recipients to have AltGUI asset (license).

    Have fun,
    Johnny
     
    Arisha likes this.
  6. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    188
    Hi Ray!

    You are wellcome! Just do it! ;) More AltGUI SDK new tools coming soon

    Hope you are OK,
    Johnny
     
  7. Arisha

    Arisha

    Joined:
    Jun 13, 2014
    Posts:
    19
    It's good. Thanx. Hope to upgrade my license next week
     
  8. rocki

    rocki

    Joined:
    Aug 10, 2012
    Posts:
    1,259
    Great plugin.

    1. How is performance on mobile Iphone 4? Drawcalls ? Fillrate?
    2. Does NGUI and uGUI have the same features or is one more supported than the other?

    Cheers.
     
  9. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    188
    Hi rocki,

    Thanks for your opinion! We put all our efforts to make a good product. And many more interesting and useful things already waiting to see the sun light and will become a part of this asset.

    1. Haven't information about dcalls. AltSketch Unity Hardware Backend uses only very simple Unity API (not requires FSAA for anti-aliasing, no special shaders, etc.). Also Software Render (used by default) absolutely multiplatform and doesn't depends on any Unity API
    2. Absolutely the same

    Johnny,
    AltSoftLab Team
     
    Last edited: Jun 15, 2015
  10. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    188
    AltSDK Deeper DESCRIPTION

    AltGUI & AltSketch are pure C# CLS compliant 100% managed .NET 2.0 Subset (PCL .NET 4.0 version of assemblies are available only in AltGUI Full SDK), without unsafe blocks GUI Framework and Vector Graphics Library with Software and Hardware Render Backends for Games, Scientific Applications & other uses of Computer Graphics. All core functionality collected in two lightweight libraries AltSketch.dll and AltGUI.dll. It depends only on System assembly and has own Alt.Data & Alt.Xml multiplatform realizations.

    AltSketch has System.Drawing (GDI+) like program interface and Software & Hardware Render Backends (solid and texure AA visual data triangulation), contains a subsystem AltNETType - port of wonderful font rendering library Freetype (not need any predefined font atlases with limited chars amount/size/style) and subsystem AltNETImage for Image manipulations (loading, saving, transformations). With AltSketch you can load any fonts or images in a popular graphic formats on the fly just from files, streams, buffers, etc. Using AltSketch you can draw Graphics with Brushes and Pens like you do it with any drawing library. As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process.

    AltSketch Unity Hardware Backend uses only very simple Unity API (not requires FSAA for anti-aliasing, no special shaders, etc.). Also Software Render (used by default) absolutely multiplatform and doesn't depend on any Unity API.

    AltGUI has a Virtual File System support with Zip containers for resources loading. All AltGUI functionality & extensions works via VirtualFS and all resources can be loaded as from real file system, so from Zip containers (from files or memory streams).

    AltGUI – Unity UI & NGUI integrated Professional GUI Framework with Windows Forms like API and hundreds of controls. With AltGUI you can develop, use and distribute controls for Unity UI and NGUI (and native AltGUI and AltOS) applications without any differences per each GUI (yours receivers just must have AltGUI SDK). With AltGUI you no more need any specific not flexible and hard coded operations with vertex and texture buffers/objects – just draw your controls with pens, brushes, fonts, boolean geometries, etc. with the single API like it processed with System.Drawing (GDI+) in Windows Forms or draw funcs and shapes in WPF. AltGUI can be used directly without any other GUI (useful in developing process). AltGUI controls can be used in Unity UI or NGUI like Windows Forms controls can be used in WPF or WPF controls can be used in Windows Forms. Using AltGUI you can create professional applications with powerful UI.

    Because AltGUI has Windows.Forms like API and functionality (in conjunction with AltSketch that is similar to System.Drawing GDI+) it's easy to understand it and port to AltGUI a wide variety of useful libraries and solutions.

    AltGUI SDK includes wide variety of extensions: ported to AltGUI popular libraries (GUI, Plot, GIS, Computer Science, Physics, Graphics etc.):
    • HTML Renderer
    • ICSharpCode TextEditor
    • SVG.NET
    • GMap.NET
    • NPlot
    • OxyPlot
    • PieChart
    • ZedGraph
    • PDFsharp
    • Box2D
    • Farseer Physics
    • AForge.NET
    • Gwen GUI
    • etc.

    HOW TO:

    Okay, do you want to know how it's possible to create AltGUI controls usable for Unity UI and NGUI and so on? Let's go.

    Unity UI & NGUI have 2 major UI elements:
    • AltSketch Paint
    • AltGUI Control Host
    AltSketch Paint is the base drawing visual control. It makes all for the drawing process and can be used dirrectly as separated UI Element. There are 2 major parameters for it:
    • Max FPS - defines maximum refresh calls per second. For invalidating AltSketch Paint you must to call its function Invalidate(). Without this call AltSketch Paint will redraw only on start or when it resized. But if you call Invalidate() on every Update, it will redraw self no more then MaxFPS times per second. So you can call Invalidate so often, as you want - it invalidates not often than MaxFPS times per second. It's useful for the most UI controls, because it's state changes not so often, but can contain many drawing operations. By default we set this parapeter to 60 fps (just the middle of 30 and 120). You can change it to any other value per control.

      [​IMG]

    • Render Type - Software or Hardware. As you could understand we use buffered graphics for controls. You can draw any compound graphics with just 1 draw call per frame. All control render makes to a Texture. In Unity AltSketch can render in 2 ways: Software rendering to Texture2D using AltSketch powerful and fast internal Software render, or Hardware rendering to RenderTexture. Software Render in many cases faster than HW (because it’s no reason of triangulation and other addition procedures). Also no HW Draw Calls used. So SW render used by default for controls. You can change it in the Object Inspector per control. Also you can change it on the fly.
    You can attach script to AltSketch Paint control and connect to onPaint event to process painting process. In Update func of script you can call Invalidate() func of AltPaint when you need to redraw your AltSketch Paint element. In the AltGUI SDK look at AltSketch Paint example - it's very simple.

    The second major element is AltGUI Control Host. It uses AltSketch Paint for render itself and can process the most variety of UI events (keyboard, pointer, etc.). And it serves as host for AltGUI controls. The main property of this control is 'Child'. You can put AltGUI Control Host control to the scene, attach script that creates AltGUI control and set its instance to AltGUI Control Host 'Child' property. AltGUI control don't know anything about AltGUI Control Host, but can live in it usefully receiving all events.

    Code (CSharp):
    1. public class MyScript : MonoBehaviour
    2. {
    3.     void Start ()
    4.     {
    5.         gameObject.GetComponent<AltGUIControlHost>().Child = new MyAltGUIControl();
    6.     }
    7. }
    In the above sample code we we created an instance of custom MyAltGUIControl. Of course you can create an instance of any other AltGUI control (TreeView, ListVew, RichTextBox, etc.).

    Another way is to create Unity UI or NGUI control is to derive it from AltGUI Control Host and initialize 'Child' property in Start() function of it. Also you can add some cross-calls and Unity Editor properties to it to make this UI control more professional and useful. AltGUI SDK contains several such controls ready to use dirrectly in Unity UI & NGUI (menu structure equals for the Unity UI & NGUI):

    [​IMG]

    So we already know all about host controls for the both UI systems. The last thing we must to do is just to create a new AltGUI control. It's very easy:

    Code (CSharp):
    1.     public class MyAltGUIControl : Alt.GUI.UserControl // or can be derived from Alt.GUI.Control
    2.     {
    3.         public MyControl()
    4.         {
    5.             //  your code
    6.         }
    7.  
    8.         protected override void OnPaint(Alt.GUI.PaintEventArgs e)
    9.         {
    10.             base.OnPaint(e);
    11.  
    12.             //  your code
    13.         }
    14.  
    15.         protected override void OnPaintBackground(Alt.GUI.PaintEventArgs pevent)
    16.         ...
    17.         protected override void OnResize(Alt.GUI.ResizeEventArgs e)
    18.         ...
    19.         protected override void OnKeyDown(Alt.GUI.KeyEventArgs e)
    20.         ...
    21.         protected override void OnKeyUp(Alt.GUI.KeyEventArgs e)
    22.         ...
    23.         protected override void OnKeyPress(Alt.GUI.KeyPressEventArgs e)
    24.         ...
    25.         protected override void OnMouseDown(Alt.GUI.MouseEventArgs e)
    26.         ...
    27.         protected override void OnMouseUp(Alt.GUI.MouseEventArgs e)
    28.         ...
    29.         protected override void OnMouseMove(Alt.GUI.MouseEventArgs e)
    30.         ...
    31.         protected override void OnMouseWheel(Alt.GUI.MouseEventArgs e)
    32.         ...
    33.         protected override void OnMouseClick(Alt.GUI.MouseEventArgs e)
    34.         ...
    35.         protected override void OnMouseDoubleClick(Alt.GUI.MouseEventArgs e)
    36.         ...
    37.         protected override void OnMouseEnter(System.EventArgs e)
    38.         ...
    39.         protected override void OnMouseLeave(System.EventArgs e)
    40.         ...
    41.         protected override void OnMouseHover(System.EventArgs e)
    42.         ...
    43.  
    44.         //  And hundreds additional event overrides...
    45.     }
    In addition to overrides of event hadlers AltGUI cotrols contain events in the same notation:
    Code (CSharp):
    1.  
    2.         Alt.GUI.PaintEventHandler Paint;
    3.         ...
    4.         Alt.GUI.KeyEventHandler KeyDown;
    5.         ...
    6.         Alt.GUI.MouseEventHandler MouseDown;
    7.         ...
    Almost all properties/events/functions of each AltGUI control is <summary> documented and can be viewed by intellisense or Assembly View. All functionality and API is like Windows.Forms controls, so it's easy to understand it's work.

    Let's try AltGUI and enjoy it! ;)


    ANNOUNCE

    AltGUI has a wide variety native controls (Docking Windows, Menus, Advanced Editors, Lists, Trees, Data & Property Grids, Buttons, Tabs, File/Font/Color/Other Dialogs, etc.), Data bindings, hundreds of properties, events and funcs. All AltGUI controls can have HTML4/CSS2 backround. XAML, Animations, View Models, and pther functionality is under develop. Any AltGUI control can be used in Unity UI & NGUI.

    All that will be demonstrated soon in new demo with new AltGUI tool AltOS. AltOS is an like Virtual Environment for AltGUI native applications like SilverOS but more functional and flexible. All AltGUI applications working in AltOS in cooperative multitasking - all AltGUI applications working in one thread. Preemptive multitasking (each app working in its own thread) is in the roadmap.

    Also the most amazing AltGUI tool is AltStudio! It's the first developing tool based on absolutely Virtual GUI. AltStudio will be integrated into Unity Editor and will have a powerful Designer Tools for AltGUI and source code editor. And it's coming soon too with new AltGUI examples and applications!

    And of course AltOS and AltStudio tools will be the part of AltGUI SDK.

    So let’s make the Unity World better!
     
    Last edited: Apr 13, 2016
    Arisha likes this.
  11. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    188
    Hi Community,

    As AltSDK is a very complex solution, we decided to create some special forum threads showing a different areas of AltSDK and answering on questions about it. You are welcome to look & discuss it!


    AltSDK specialized forums (all these tools are parts of the one AltSDK Asset):

    Also AltSoftLab became more in social space. Let's join!


    AltSDK Social Links:

     
    Last edited: May 16, 2016
  12. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    188
    Hi community,

    We glad to announce the AltSDK new wonderful Professional Painting solution - AltPaint. We started this work more than a year ago (at the end of 2014). And now this work at the finish line. This solution is available as itself (as based on AltGUI) and for the new Unity UI (uGUI) and NGUI developers. Just use it as any other visual control. Also AltPaint features can be used without any GUI.

    We added a special forum thread related to announce of the new coming soon Wonderful Professional Painting solution - AltPaint. Read more at AltPaint - Paint.NET based Professional Painting Control for Unity UI

    You are welcome to look & discuss it!

    AltPaint
    [​IMG]

    AltPaint History & Layers Panels Off
    [​IMG]

    AltPaint All Panels Off
    [​IMG]

    AltPaint Rullers Off
    [​IMG]

    AltPaint Large Resolution
    [​IMG]