View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001388 | NoesisGUI | Unity | public | 2019-01-10 19:38 | 2019-07-18 21:18 |
| Reporter | asusralis | Assigned To | sfernandez | ||
| Priority | normal | Severity | block | ||
| Status | resolved | Resolution | fixed | ||
| Product Version | 2.1.0f1 | ||||
| Target Version | 2.2.4 | Fixed in Version | 2.2.4 | ||
| Summary | 0001388: XAML freezes Unity on Begin MonoManager ReloadAssembly | ||||
| Description | Forum reference: https://www.noesisengine.com/forums/viewtopic.php?f=3&p=8910#p8910 After dealing with random freezing in Unity for a week, we think we've pinned it down to an XAML change. <ItemsControl Grid.Row="2" Grid.RowSpan="2" ItemsSource="{Binding Character.Specialty.Skills}"> Code: The icon shows, but after the instance of the game in the editor is closed and then opened again, it freezes before it can start. The last lines in the editor logs reads: The engine will also not compile after the game has played once. It will also get stuck on Begin MonoManager ReloadAssembly. Calling the Icon property anywhere else will not freeze the editor - only after the binding is binded to the Icon property. The freeze will also not happen if the texture itself is null. | ||||
| Steps To Reproduce | Cannot reproduce in a new project. Binding needs to bind to a TextureSource and the texture itself cannot null. No runtime freezes, but after you close the instance of the game in the editor it can either freeze by clicking play again, compiling, or importing something. | ||||
| Attached Files | |||||
| Platform | Any | ||||
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I have a similar problem (Unity hangs up) when assigning Texture2D to Image.Source in C#. Very open to testing a fix in a private build once you have it :) Or can wait for the public new version. |
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I created a test following the indications and I'm not able to reproduce the freezing. @nokola Do you have a deterministic way of reproducing the hangs? Would it be possible to share with us in private your project to see if we can reproduce it ourselves and debug it? |
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Any chance to generate a mini-dump when the Unity process is frozen? |
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Hi, I've stumbled with the same issue. |
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In General, to solve it now you can use a utility class that returns cached Noesis.TextureSource for any existing UnityEngine.Texture2D |
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I've ran into this problem again with a separate project. As soon as Unity froze I realized this was it! "Save Dump as..." is grayed out. How would I be able to do that? |
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In windows Task Manager, expand "Unity Editor", right click on the process "Unity Editor 2019.1.....", and then "Create dump file". |
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Here it is! https://drive.google.com/open?id=1BHwP0Zj4LNxlapWST0HqFOWeTyJ5qLqS |
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I'm running into an issue where, after ReloadAssembly, Unity is running but cannot be focused. I try to alt-tab to Unity but it does not gain keyboard or mouse input focus. Is this how your Unity "freezes" or is the freeze behavior different? |
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That's the problem I have. This is what the task manager looks like: https://i.imgur.com/ovJeLOv.png |
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Found a workaround to avoid Unity lock-ups, it is not the final solution but will improve your productivity until we release the fix. NoesisView.cs (42,094 bytes)
using UnityEngine;
using Noesis;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Rendering;
//[ExecuteInEditMode]
[AddComponentMenu("NoesisGUI/Noesis View")]
[HelpURL("https://www.noesisengine.com/docs")]
[DisallowMultipleComponent]
public class NoesisView: MonoBehaviour
{
#region Public properties
/// <summary>
/// User interface definition XAML
/// </summary>
public NoesisXaml Xaml
{
set { this._xaml = value; }
get { return this._xaml; }
}
/// <summary>
/// The texture to render this View into
/// </summary>
public RenderTexture Texture
{
set { this._texture = value; }
get { return this._texture; }
}
/// <summary>
/// PPAA is a 'cheap' antialiasing algorithm useful when GPU MSAA is not enabled
/// </summary>
public bool IsPPAAEnabled
{
set { this._isPPAAEnabled = value; }
get { return this._isPPAAEnabled; }
}
/// <summary>
/// Tessellation curve tolerance in screen space. 'Medium Quality' is usually fine for PPAA (non-multisampled)
/// while 'High Quality' is the recommended pixel error if you are rendering to a 8x multisampled surface
/// </summary>
public float TessellationMaxPixelError
{
set { this._tessellationMaxPixelError = value; }
get { return this._tessellationMaxPixelError; }
}
/// <summary>
/// Bit flags used for debug rendering purposes.
/// </summary>
public RenderFlags RenderFlags
{
set { this._renderFlags = value; }
get { return this._renderFlags; }
}
/// <summary>
/// When continuous rendering is disabled rendering only happens when needed. For performance
/// purposes and to save battery this is the default mode when rendering to texture.
/// </summary>
public bool ContinuousRendering
{
set { this._continuousRendering = value; }
get { return this._continuousRendering; }
}
/// <summary>
/// After LateUpdate() has been invoked this flag indicates if the GUI needs to be repainted.
/// This flag can be used on manually painted cameras to optimize performance and save battery.
/// </summary>
public bool NeedsRendering
{
set { this._needsRendering = value; }
get { return this._needsRendering; }
}
/// <summary>
/// Enables keyboard input management.
/// </summary>
public bool EnableKeyboard
{
set { this._enableKeyboard = value; }
get { return this._enableKeyboard; }
}
/// <summary>
/// Enables mouse input management.
/// </summary>
public bool EnableMouse
{
set { this._enableMouse = value; }
get { return this._enableMouse; }
}
/// <summary>
/// Enables touch input management.
/// </summary>
public bool EnableTouch
{
set { this._enableTouch = value; }
get { return this._enableTouch; }
}
/// <summary>
/// Enables gamepad input management.
/// </summary>
public bool EnableGamepad
{
set { this._enableGamepad = value; }
get { return this._enableGamepad; }
}
/// <summary>
/// Emulate touch input with mouse.
/// </summary>
public bool EmulateTouch
{
set { this._emulateTouch = value; }
get { return this._emulateTouch; }
}
/// <summary>
/// When enabled, UI is updated using Time.realtimeSinceStartup.
/// </summary>
public bool UseRealTimeClock
{
set { this._useRealTimeClock = value; }
get { return this._useRealTimeClock; }
}
/// <summary>
/// Gets the root of the loaded Xaml.
/// </summary>
/// <returns>Root element.</returns>
public FrameworkElement Content
{
get { return _uiView != null ? _uiView.Content : null; }
}
/// <summary>
/// Indicates if this component is rendering UI to a RenderTexture.
/// </summary>
/// <returns></returns>
public bool IsRenderToTexture()
{
return _textureCamera != null || gameObject.GetComponent<Camera>() == null;
}
#endregion
#region Public events
#region Render
public event RenderingEventHandler Rendering
{
add
{
if (_uiView != null)
{
_uiView.Rendering += value;
}
}
remove
{
if (_uiView != null)
{
_uiView.Rendering -= value;
}
}
}
public ViewStats GetStats()
{
if (_uiView != null)
{
return _uiView.GetStats();
}
return new ViewStats();
}
#endregion
#region Keyboard input events
/// <summary>
/// Notifies Renderer that a key was pressed.
/// </summary>
/// <param name="key">Key identifier.</param>
public bool KeyDown(Noesis.Key key)
{
if (_uiView != null)
{
return _uiView.KeyDown(key);
}
return false;
}
/// <summary>
/// Notifies Renderer that a key was released.
/// </summary>
/// <param name="key">Key identifier.</param>
public bool KeyUp(Noesis.Key key)
{
if (_uiView != null)
{
return _uiView.KeyUp(key);
}
return false;
}
/// <summary>
/// Notifies Renderer that a key was translated to the corresponding character.
/// </summary>
/// <param name="ch">Unicode character value.</param>
public bool Char(uint ch)
{
if (_uiView != null)
{
return _uiView.Char(ch);
}
return false;
}
#endregion
#region Mouse input events
/// <summary>
/// Notifies Renderer that mouse was moved. The mouse position is specified in renderer
/// surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
public bool MouseMove(int x, int y)
{
if (_uiView != null)
{
return _uiView.MouseMove(x, y);
}
return false;
}
/// <summary>
/// Notifies Renderer that a mouse button was pressed. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="button">Indicates which button was pressed.</param>
public bool MouseButtonDown(int x, int y, Noesis.MouseButton button)
{
if (_uiView != null)
{
return _uiView.MouseButtonDown(x, y, button);
}
return false;
}
/// Notifies Renderer that a mouse button was released. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="button">Indicates which button was released.</param>
public bool MouseButtonUp(int x, int y, Noesis.MouseButton button)
{
if (_uiView != null)
{
return _uiView.MouseButtonUp(x, y, button);
}
return false;
}
/// <summary>
/// Notifies Renderer of a mouse button double click. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="button">Indicates which button was pressed.</param>
public bool MouseDoubleClick(int x, int y, Noesis.MouseButton button)
{
if (_uiView != null)
{
return _uiView.MouseDoubleClick(x, y, button);
}
return false;
}
/// <summary>
/// Notifies Renderer that mouse wheel was rotated. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="wheelRotation">Indicates the amount mouse wheel has changed.</param>
public bool MouseWheel(int x, int y, int wheelRotation)
{
if (_uiView != null)
{
return _uiView.MouseWheel(x, y, wheelRotation);
}
return false;
}
#endregion
#region Touch input events
/// <summary>
/// Notifies Renderer that a finger is moving on the screen. The finger position is
/// specified in renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Finger x-coordinate.</param>
/// <param name="y">Finger y-coordinate.</param>
/// <param name="touchId">Finger identifier.</param>
public bool TouchMove(int x, int y, uint touchId)
{
if (_uiView != null)
{
return _uiView.TouchMove(x, y, touchId);
}
return false;
}
/// <summary>
/// Notifies Renderer that a finger touches the screen. The finger position is
/// specified in renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Finger x-coordinate.</param>
/// <param name="y">Finger y-coordinate.</param>
/// <param name="touchId">Finger identifier.</param>
public bool TouchDown(int x, int y, uint touchId)
{
if (_uiView != null)
{
return _uiView.TouchDown(x, y, touchId);
}
return false;
}
/// <summary>
/// Notifies Renderer that a finger is raised off the screen. The finger position is
/// specified in renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Finger x-coordinate.</param>
/// <param name="y">Finger y-coordinate.</param>
/// <param name="touchId">Finger identifier.</param>
public bool TouchUp(int x, int y, uint touchId)
{
if (_uiView != null)
{
return _uiView.TouchUp(x, y, touchId);
}
return false;
}
#endregion
#endregion
#region Public methods
/// <summary>
/// Loads the user interface specified in the XAML property
/// </summary>
public void LoadXaml(bool force)
{
if (force)
{
DestroyView();
}
if (_xaml != null && _uiView == null)
{
FrameworkElement content = _xaml.Load() as FrameworkElement;
if (content == null)
{
throw new System.Exception("XAML root is not FrameworkElement");
}
CreateView(content);
}
}
#endregion
#region Private members
#region MonoBehavior component messages
/// <summary>
/// Called once when component is attached to GameObject for the first time
/// </summary>
void Reset()
{
_isPPAAEnabled = true;
_tessellationMaxPixelError = Noesis.TessellationMaxPixelError.MediumQuality.Error;
_renderFlags = 0;
_continuousRendering = gameObject.GetComponent<Camera>() != null;
_enableKeyboard = true;
_enableMouse = true;
_enableTouch = true;
_enableGamepad = false;
_emulateTouch = false;
_useRealTimeClock = false;
}
Camera _myCamera;
void OnEnable()
{
_commands = new UnityEngine.Rendering.CommandBuffer();
if (GetComponent<Camera>() == null)
{
if (_texture != null && _textureCamera == null)
{
_textureCamera = gameObject.AddComponent<Camera>();
_textureCamera.clearFlags = CameraClearFlags.SolidColor;
_textureCamera.backgroundColor = new UnityEngine.Color(0.0f, 0.0f, 0.0f, 0.0f);
_textureCamera.renderingPath = RenderingPath.Forward;
_textureCamera.depthTextureMode = DepthTextureMode.None;
_textureCamera.opaqueSortMode = UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort;
_textureCamera.transparencySortMode = TransparencySortMode.Orthographic;
_textureCamera.clearStencilAfterLightingPass = false;
#if UNITY_5_6_OR_NEWER
_textureCamera.allowHDR = false;
#else
_textureCamera.hdr = false;
#endif
_textureCamera.useOcclusionCulling = false;
_textureCamera.cullingMask = 0;
_textureCamera.targetTexture = _texture;
_textureCamera.enabled = false;
}
}
_myCamera = GetComponent<Camera>();
LoadXaml(false);
Camera.onPreRender += PreRender;
#if UNITY_2019_1_OR_NEWER
UnityEngine.Rendering.RenderPipelineManager.beginCameraRendering += BeginCameraRendering;
UnityEngine.Rendering.RenderPipelineManager.endCameraRendering += EndCameraRendering;
#endif
}
void OnDisable()
{
Camera.onPreRender -= PreRender;
#if UNITY_2019_1_OR_NEWER
UnityEngine.Rendering.RenderPipelineManager.beginCameraRendering -= BeginCameraRendering;
UnityEngine.Rendering.RenderPipelineManager.endCameraRendering -= EndCameraRendering;
#endif
}
#if UNITY_2019_1_OR_NEWER
private void BeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (_myCamera == camera)
{
RenderOffscreen();
}
}
private void EndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (_myCamera == camera)
{
RenderOnscreen();
}
}
#endif
void OnDestroy()
{
if (_textureCamera != null)
{
UnityEngine.Object.Destroy(_textureCamera);
_textureCamera = null;
}
DestroyView();
}
UnityEngine.EventSystems.PointerEventData _pointerData;
private UnityEngine.Vector2 ProjectPointer(float x, float y)
{
if (_textureCamera == null)
{
return new UnityEngine.Vector2(x, UnityEngine.Screen.height - y);
}
else if (_texture != null)
{
// Project using texture coordinates
// First try with Unity GUI RawImage objects
UnityEngine.EventSystems.EventSystem eventSystem = UnityEngine.EventSystems.EventSystem.current;
if (eventSystem != null && eventSystem.IsPointerOverGameObject())
{
UnityEngine.Vector2 pos = new UnityEngine.Vector2(x, y);
if (_pointerData == null)
{
_pointerData = new UnityEngine.EventSystems.PointerEventData(eventSystem)
{
pointerId = 0,
position = pos
};
}
else
{
_pointerData.Reset();
}
_pointerData.delta = pos - _pointerData.position;
_pointerData.position = pos;
UnityEngine.RectTransform rect = GetComponent<UnityEngine.RectTransform>();
if (rect != null &&
UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(
rect, _pointerData.position, _pointerData.pressEventCamera, out pos))
{
UnityEngine.Vector2 pivot = new UnityEngine.Vector2(
rect.pivot.x * rect.rect.width,
rect.pivot.y * rect.rect.height);
float texCoordX = (pos.x + pivot.x) / rect.rect.width;
float texCoordY = (pos.y + pivot.y) / rect.rect.height;
float localX = _texture.width * texCoordX;
float localY = _texture.height * (1.0f - texCoordY);
return new UnityEngine.Vector2(localX, localY);
}
}
// NOTE: A MeshCollider must be attached to the target to obtain valid
// texture coordinates, otherwise Hit Testing won't work
UnityEngine.Ray ray = UnityEngine.Camera.main.ScreenPointToRay(new UnityEngine.Vector3(x, y, 0));
UnityEngine.RaycastHit hit;
if (UnityEngine.Physics.Raycast(ray, out hit))
{
if (hit.collider.gameObject == gameObject)
{
float localX = _texture.width * hit.textureCoord.x;
float localY = _texture.height * (1.0f - hit.textureCoord.y);
return new UnityEngine.Vector2(localX, localY);
}
}
return new UnityEngine.Vector2(-1, -1);
}
return Vector2.zero;
}
private bool _touchEmulated = false;
private UnityEngine.Vector3 _mousePos;
private void UpdateMouse()
{
// mouse move
if (_mousePos != UnityEngine.Input.mousePosition)
{
_mousePos = UnityEngine.Input.mousePosition;
UnityEngine.Vector2 mouse = ProjectPointer(_mousePos.x, _mousePos.y);
if (_emulateTouch && _touchEmulated)
{
_uiView.TouchMove((int)mouse.x, (int)mouse.y, 0);
}
else
{
_uiView.MouseMove((int)mouse.x, (int)mouse.y);
}
}
try
{
// mouse wheel
// NOTE: Scroll wheel axis produces deltas of 0,1 * Axis Sensitivity (def=1), and our
// view expects a value of 120 as a tick in the mouse wheel
int mouseWheel = (int)(UnityEngine.Input.GetAxis("Mouse ScrollWheel") * 1200.0f);
if (mouseWheel != 0)
{
UnityEngine.Vector2 mouse = ProjectPointer(_mousePos.x, _mousePos.y);
_uiView.MouseWheel((int)mouse.x, (int)mouse.y, mouseWheel);
}
}
catch (Exception) {}
}
private void UpdateTouch()
{
for (int i = 0; i < UnityEngine.Input.touchCount; i++)
{
UnityEngine.Touch touch = UnityEngine.Input.GetTouch(i);
uint id = (uint)touch.fingerId;
UnityEngine.Vector2 pos = ProjectPointer(touch.position.x, touch.position.y);
UnityEngine.TouchPhase phase = touch.phase;
if (phase == UnityEngine.TouchPhase.Began)
{
_uiView.TouchDown((int)pos.x, (int)pos.y, id);
}
else if (phase == UnityEngine.TouchPhase.Moved || phase == UnityEngine.TouchPhase.Stationary)
{
_uiView.TouchMove((int)pos.x, (int)pos.y, id);
}
else
{
_uiView.TouchUp((int)pos.x, (int)pos.y, id);
}
}
}
[FlagsAttribute]
enum GamepadButtons
{
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Accept = 16,
Cancel = 32,
Menu = 64,
View = 128,
PageUp = 256,
PageDown = 512,
PageLeft = 1024,
PageRight = 2048
}
private static readonly Dictionary<GamepadButtons, Noesis.Key> GamepadButtonsMap = new Dictionary<GamepadButtons, Noesis.Key>
{
{ GamepadButtons.Up, Key.GamepadUp },
{ GamepadButtons.Down, Key.GamepadDown },
{ GamepadButtons.Left, Key.GamepadLeft },
{ GamepadButtons.Right, Key.GamepadRight },
{ GamepadButtons.Accept, Key.GamepadAccept },
{ GamepadButtons.Cancel, Key.GamepadCancel },
{ GamepadButtons.Menu, Key.GamepadMenu},
{ GamepadButtons.View, Key.GamepadView },
{ GamepadButtons.PageUp, Key.GamepadPageUp },
{ GamepadButtons.PageDown, Key.GamepadPageDown },
{ GamepadButtons.PageLeft, Key.GamepadPageLeft },
{ GamepadButtons.PageRight, Key.GamepadPageRight },
};
private GamepadButtons _gamepadButtons = 0;
private void UpdateGamepad()
{
GamepadButtons gamepadButtons = 0;
try { if (Input.GetAxis("Noesis_Vertical") > 0.5f) gamepadButtons |= GamepadButtons.Up; } catch (Exception) {}
try { if (Input.GetAxis("Noesis_Vertical") < -0.5f) gamepadButtons |= GamepadButtons.Down; } catch (Exception) {}
try { if (Input.GetAxis("Noesis_Horizontal") > 0.5f) gamepadButtons |= GamepadButtons.Right; } catch (Exception) {}
try { if (Input.GetAxis("Noesis_Horizontal") < -0.5f) gamepadButtons |= GamepadButtons.Left; } catch (Exception) {}
try { if (Input.GetButton("Noesis_Accept")) gamepadButtons |= GamepadButtons.Accept; } catch (Exception) {}
try { if (Input.GetButton("Noesis_Cancel")) gamepadButtons |= GamepadButtons.Cancel; } catch (Exception) {}
try { if (Input.GetButton("Noesis_Menu")) gamepadButtons |= GamepadButtons.Menu; } catch (Exception) {}
try { if (Input.GetButton("Noesis_View")) gamepadButtons |= GamepadButtons.View; } catch (Exception) {}
try { if (Input.GetButton("Noesis_PageLeft")) gamepadButtons |= GamepadButtons.PageLeft; } catch (Exception) {}
try { if (Input.GetButton("Noesis_PageRight")) gamepadButtons |= GamepadButtons.PageRight; } catch (Exception) {}
try { if (Input.GetAxis("Noesis_PageUp") > 0.5f) gamepadButtons |= GamepadButtons.PageUp; } catch (Exception) {}
try { if (Input.GetAxis("Noesis_PageDown") > 0.5f) gamepadButtons |= GamepadButtons.PageDown; } catch (Exception) {}
try { float v = Input.GetAxisRaw("Noesis_Scroll"); if (v != 0.0f) _uiView.Scroll(v); } catch (Exception) {}
try { float v = Input.GetAxisRaw("Noesis_HScroll"); if (v != 0.0f) _uiView.HScroll(v); } catch (Exception) {}
GamepadButtons delta = gamepadButtons ^ _gamepadButtons;
if (delta != 0)
{
foreach (var pair in GamepadButtonsMap)
{
if ((delta & pair.Key) > 0)
{
if ((gamepadButtons & pair.Key) > 0)
{
_uiView.KeyDown(pair.Value);
}
else
{
_uiView.KeyUp(pair.Value);
}
}
}
}
_gamepadButtons = gamepadButtons;
}
private void UpdateInputs()
{
if (_enableMouse)
{
UpdateMouse();
}
if (_enableTouch)
{
UpdateTouch();
}
if (_enableGamepad)
{
UpdateGamepad();
}
}
private void UpdateSettings()
{
if (_myCamera != null)
{
_uiView.SetSize(_myCamera.pixelWidth, _myCamera.pixelHeight);
}
_uiView.SetIsPPAAEnabled(_isPPAAEnabled);
_uiView.SetTessellationMaxPixelError(_tessellationMaxPixelError);
_uiView.SetFlags(_renderFlags);
}
private bool _visible = true;
void LateUpdate()
{
if (_uiView != null && _visible)
{
UpdateInputs();
UpdateSettings();
NoesisUnity.IME.Update(_uiView);
NoesisUnity.TouchKeyboard.Update();
_needsRendering = _uiView.Update(_useRealTimeClock ? Time.realtimeSinceStartup : Time.time);
if (_textureCamera != null)
{
if (_continuousRendering || _needsRendering)
{
_textureCamera.Render();
}
}
}
}
void OnBecameInvisible()
{
if (_uiView != null && _textureCamera != null)
{
_visible = false;
}
}
void OnBecameVisible()
{
if (_uiView != null && _textureCamera != null)
{
_visible = true;
}
}
private bool _updatePending = true;
private void PreRender(Camera cam)
{
// In case there are several cameras rendering to the same texture (Camera Stacking),
// the camera rendered first (less depth) is the one that must apply our offscreen phase
// to avoid inefficient Load/Store in Tiled architectures
// Note that camera stacking is deprecated in LWRP and HDRP
if (_updatePending && cam.targetTexture == _myCamera.targetTexture && cam.depth <= _myCamera.depth)
{
RenderOffscreen();
_updatePending = false;
}
}
private void RenderOffscreen()
{
if (_uiView != null && _visible)
{
_commands.Clear();
_commands.name = "NoesisView_Offscreen";
NoesisRenderer.RenderOffscreen(_uiView, _commands);
Graphics.ExecuteCommandBuffer(_commands);
// CommandBuffer.IssuePluginEventAndData does not invalidate state (CommandBuffer.IssuePluginEvent does)
GL.InvalidateState();
// Unity should restore the render target at this point but sometimes (for example a scene without lights)
// it doesn't. We use this hack to flush the active render target and force unity to set the camera RT afterward
RenderTexture surface = RenderTexture.GetTemporary(1,1);
Graphics.SetRenderTarget(surface);
RenderTexture.ReleaseTemporary(surface);
}
}
private bool IsGL()
{
return
SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore;
}
private bool FlipRender()
{
// In D3D when Unity is rendering to an intermmediate texture instead of the back buffer, we need to vertically flip the output
// Note that camera.activeTexture should only be checked from OnPostRender
if (!IsGL())
{
return _myCamera.activeTexture != null;
}
return false;
}
private void RenderOnscreen()
{
if (_uiView != null && _visible)
{
_commands.Clear();
_commands.name = "NoesisView_Onscreen";
NoesisRenderer.RenderOnscreen(_uiView, FlipRender(), _commands);
Graphics.ExecuteCommandBuffer(_commands);
GL.InvalidateState();
if (_texture != null)
{
_texture.DiscardContents(false, true);
}
_updatePending = true;
}
}
private void OnPostRender()
{
RenderOnscreen();
}
private UnityEngine.EventModifiers _modifiers = 0;
private void ProcessModifierKey(EventModifiers modifiers, EventModifiers delta, EventModifiers flag, Noesis.Key key)
{
if ((delta & flag) > 0)
{
if ((modifiers & flag) > 0)
{
_uiView.KeyDown(key);
}
else
{
_uiView.KeyUp(key);
}
}
}
private bool HitTest(float x, float y)
{
return VisualTreeHelper.HitTest(_uiView.Content, new Point(x, y)).VisualHit != null;
}
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
private static int lastFrame;
private static Noesis.Key lastKeyDown;
#endif
private void ProcessEvent(UnityEngine.Event ev, bool enableKeyboard, bool enableMouse, bool emulateTouch)
{
// Process keyboard modifiers
if (enableKeyboard)
{
EventModifiers delta = ev.modifiers ^ _modifiers;
if (delta > 0)
{
_modifiers = ev.modifiers;
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Shift, Key.LeftShift);
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Control, Key.LeftCtrl);
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Command, Key.LeftCtrl);
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Alt, Key.LeftAlt);
}
}
switch (ev.type)
{
case UnityEngine.EventType.MouseDown:
{
if (enableMouse)
{
UnityEngine.Vector2 mouse = ProjectPointer(ev.mousePosition.x, UnityEngine.Screen.height - ev.mousePosition.y);
if (HitTest(mouse.x, mouse.y))
{
ev.Use();
}
if (emulateTouch)
{
_uiView.TouchDown((int)mouse.x, (int)mouse.y, 0);
_touchEmulated = true;
}
else
{
// Ignore events generated by Unity to simulate a mouse down when a touch event occurs
bool mouseEmulated = Input.simulateMouseWithTouches && Input.touchCount > 0;
if (!mouseEmulated)
{
if (ev.clickCount == 1)
{
_uiView.MouseButtonDown((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
}
else
{
_uiView.MouseDoubleClick((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
}
}
}
}
break;
}
case UnityEngine.EventType.MouseUp:
{
if (enableMouse)
{
UnityEngine.Vector2 mouse = ProjectPointer(ev.mousePosition.x, UnityEngine.Screen.height - ev.mousePosition.y);
if (HitTest(mouse.x, mouse.y))
{
ev.Use();
}
if (emulateTouch && _touchEmulated)
{
_uiView.TouchUp((int)mouse.x, (int)mouse.y, 0);
_touchEmulated = false;
}
else
{
// Ignore events generated by Unity to simulate a mouse up when a touch event occurs
bool mouseEmulated = Input.simulateMouseWithTouches && Input.touchCount > 0;
if (!mouseEmulated)
{
_uiView.MouseButtonUp((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
}
}
}
break;
}
case UnityEngine.EventType.KeyDown:
{
if (enableKeyboard)
{
// Don't process key when IME composition is being used
if (ev.keyCode != KeyCode.None && NoesisUnity.IME.compositionString == "")
{
Noesis.Key noesisKeyCode = NoesisKeyCodes.Convert(ev.keyCode);
if (noesisKeyCode != Noesis.Key.None)
{
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
// In OSX Standalone, CMD + key always sends two KeyDown events for the key.
// This seems to be a bug in Unity.
if (!ev.command || lastFrame != Time.frameCount || lastKeyDown != noesisKeyCode)
{
lastFrame = Time.frameCount;
lastKeyDown = noesisKeyCode;
#endif
_uiView.KeyDown(noesisKeyCode);
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
}
#endif
}
}
if (ev.character != 0)
{
// Filter out character events when CTRL is down
bool isControl = (_modifiers & EventModifiers.Control) != 0 || (_modifiers & EventModifiers.Command) != 0;
bool isAlt = (_modifiers & EventModifiers.Alt) != 0;
bool filter = isControl && !isAlt;
if (!filter)
{
#if !UNITY_EDITOR && UNITY_STANDALONE_LINUX
// It seems that linux is sending KeySyms instead of Unicode points
// https://github.com/substack/node-keysym/blob/master/data/keysyms.txt
ev.character = NoesisKeyCodes.KeySymToUnicode(ev.character);
#endif
_uiView.Char((uint)ev.character);
}
}
}
break;
}
case UnityEngine.EventType.KeyUp:
{
// Don't process key when IME composition is being used
if (enableKeyboard)
{
if (ev.keyCode != KeyCode.None && NoesisUnity.IME.compositionString == "")
{
Noesis.Key noesisKeyCode = NoesisKeyCodes.Convert(ev.keyCode);
if (noesisKeyCode != Noesis.Key.None)
{
_uiView.KeyUp(noesisKeyCode);
}
}
}
break;
}
}
}
void OnGUI()
{
if (_uiView != null)
{
UnityEngine.GUI.depth = -(int)_myCamera.depth;
ProcessEvent(UnityEngine.Event.current, _enableKeyboard, _enableMouse, _emulateTouch);
}
}
void OnApplicationFocus(bool focused)
{
if (_uiView != null)
{
if (NoesisUnity.TouchKeyboard.keyboard == null)
{
if (focused)
{
_uiView.Activate();
}
else
{
_uiView.Deactivate();
}
}
}
}
#endregion
void SetRenderSettings()
{
NoesisSettings settings = NoesisSettings.Get();
bool linearRendering = false;
switch (settings.linearRendering)
{
case NoesisSettings.LinearRendering._SamesAsUnity:
{
linearRendering = QualitySettings.activeColorSpace == ColorSpace.Linear;
break;
}
case NoesisSettings.LinearRendering._Enabled:
{
linearRendering = true;
break;
}
case NoesisSettings.LinearRendering._Disabled:
{
linearRendering = false;
break;
}
}
int sampleCount = 1;
switch (settings.offscreenSampleCount)
{
case NoesisSettings.OffscreenSampleCount._SameAsUnity:
{
sampleCount = QualitySettings.antiAliasing;
break;
}
case NoesisSettings.OffscreenSampleCount._1x:
{
sampleCount = 1;
break;
}
case NoesisSettings.OffscreenSampleCount._2x:
{
sampleCount = 2;
break;
}
case NoesisSettings.OffscreenSampleCount._4x:
{
sampleCount = 4;
break;
}
case NoesisSettings.OffscreenSampleCount._8x:
{
sampleCount = 8;
break;
}
}
uint offscreenDefaultNumSurfaces = settings.offscreenInitSurfaces;
uint offscreenMaxNumSurfaces = settings.offscreenMaxSurfaces;
uint glyphCacheMeshThreshold = settings.glyphMeshThreshold;
int glyphCacheTextureWidth = 1024;
int glyphCacheTextureHeight = 1024;
switch (settings.glyphTextureSize)
{
case NoesisSettings.TextureSize._256x256:
{
glyphCacheTextureWidth = 256;
glyphCacheTextureHeight = 256;
break;
}
case NoesisSettings.TextureSize._512x512:
{
glyphCacheTextureWidth = 512;
glyphCacheTextureHeight = 512;
break;
}
case NoesisSettings.TextureSize._1024x1024:
{
glyphCacheTextureWidth = 1024;
glyphCacheTextureHeight = 1024;
break;
}
case NoesisSettings.TextureSize._2048x2048:
{
glyphCacheTextureWidth = 2048;
glyphCacheTextureHeight = 2048;
break;
}
case NoesisSettings.TextureSize._4096x4096:
{
glyphCacheTextureWidth = 4096;
glyphCacheTextureHeight = 4096;
break;
}
}
int colorGlyphCacheTextureWidth = 0;
int colorGlyphCacheTextureHeight = 0;
switch (settings.colorGlyphTextureSize)
{
case NoesisSettings.ColorTextureSize._Auto:
{
colorGlyphCacheTextureWidth = 0;
colorGlyphCacheTextureHeight = 0;
break;
}
case NoesisSettings.ColorTextureSize._256x256:
{
colorGlyphCacheTextureWidth = 256;
colorGlyphCacheTextureHeight = 256;
break;
}
case NoesisSettings.ColorTextureSize._512x512:
{
colorGlyphCacheTextureWidth = 512;
colorGlyphCacheTextureHeight = 512;
break;
}
case NoesisSettings.ColorTextureSize._1024x1024:
{
colorGlyphCacheTextureWidth = 1024;
colorGlyphCacheTextureHeight = 1024;
break;
}
case NoesisSettings.ColorTextureSize._2048x2048:
{
colorGlyphCacheTextureWidth = 2048;
colorGlyphCacheTextureHeight = 2048;
break;
}
case NoesisSettings.ColorTextureSize._4096x4096:
{
colorGlyphCacheTextureWidth = 4096;
colorGlyphCacheTextureHeight = 4096;
break;
}
}
Noesis_RendererSettings(linearRendering, sampleCount, offscreenDefaultNumSurfaces,
offscreenMaxNumSurfaces, glyphCacheTextureWidth, glyphCacheTextureHeight,
colorGlyphCacheTextureWidth, colorGlyphCacheTextureHeight, glyphCacheMeshThreshold);
}
private void CreateView(FrameworkElement content)
{
if (_uiView == null)
{
// Send settings for the internal device, created by the first view
SetRenderSettings();
_uiView = new Noesis.View(content);
_commands.Clear();
NoesisRenderer.RegisterView(_uiView, _commands);
Graphics.ExecuteCommandBuffer(_commands);
}
}
private void DestroyView()
{
if (_uiView != null)
{
lock (Noesis.Texture.Textures)
{
foreach (Noesis.Texture tex in Noesis.Texture.Textures)
{
tex.SetPrivateData(null);
}
Noesis.Texture.Textures.Clear();
}
_commands.Clear();
NoesisRenderer.UnregisterView(_uiView, _commands);
Graphics.ExecuteCommandBuffer(_commands);
_uiView = null;
}
}
private Noesis.View _uiView;
private Camera _textureCamera;
private UnityEngine.Rendering.CommandBuffer _commands;
private bool _needsRendering = false;
#region Serialized properties
public NoesisXaml _xaml;
public RenderTexture _texture;
public bool _isPPAAEnabled = true;
public float _tessellationMaxPixelError = Noesis.TessellationMaxPixelError.MediumQuality.Error;
public RenderFlags _renderFlags = 0;
public bool _continuousRendering = true;
public bool _enableKeyboard = true;
public bool _enableMouse = true;
public bool _enableTouch = true;
public bool _enableGamepad = false;
public bool _emulateTouch = false;
public bool _useRealTimeClock = false;
#endregion
#region Imports
[DllImport(Library.Name)]
static extern void Noesis_RendererSettings(bool linearSpaceRendering, int offscreenSampleCount,
uint offscreenDefaultNumSurfaces, uint offscreenMaxNumSurfaces, int glyphCacheTextureWidth,
int glyphCacheTextureHeight, int colorGlyphCacheTextureWidth, int colorGlyphCacheTextureHeight,
uint glyphCacheMeshTreshold);
#endregion
#endregion
}
NoesisTexture.cs (963 bytes)
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace Noesis
{
public partial class Texture
{
public static List<Texture> Textures = new List<Texture>();
public static Texture WrapTexture(object texture, IntPtr nativePointer,
int width, int height, int numLevels)
{
IntPtr texturePtr = Noesis_WrapTexture(nativePointer, width, height, numLevels);
Noesis.Texture tex = new Noesis.Texture(texturePtr, true);
tex.SetPrivateData(texture != null ? new ManagedTexture { Texture = texture } : null);
lock (Textures)
{
Textures.Add(tex);
}
return tex;
}
#region Imports
[DllImport(Library.Name)]
static extern IntPtr Noesis_WrapTexture(IntPtr texture, int width, int height,int numLevels);
#endregion
}
}
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I think the NoesisView file is extremely different from mine - that has 1,200 lines of code, but mine has 600. The file you sent me also doesn't have NoesisView in the Noesis namespace so I have 228 errors about ambiguity. Even when I put it in the Noesis namespace there are are 9 errors: https://i.imgur.com/14U6f5Y.png The NoesisTexture seemed to not have any errors. |
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Sorry, I forgot to mention that attached files correspond to the ones found under Assets/NoesisGUI/Plugins folder. |
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Also remark that these files are for NoesisGUI 2.2.3 version. private void DestroyView() |
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Oh, sorry! I replaced the two files. That's awesome you found the problem! |
|
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2019-01-10 19:38 | asusralis | New Issue | |
| 2019-01-10 19:39 | asusralis | Description Updated | |
| 2019-01-11 04:16 | nokola | Note Added: 0005393 | |
| 2019-01-15 17:10 | jsantos | Target Version | => 2.2.0 |
| 2019-01-15 17:10 | jsantos | Assigned To | => sfernandez |
| 2019-01-15 17:10 | jsantos | Status | new => assigned |
| 2019-01-30 14:01 | sfernandez | Status | assigned => feedback |
| 2019-01-30 14:01 | sfernandez | Note Added: 0005426 | |
| 2019-01-30 14:02 | sfernandez | Note Edited: 0005426 | |
| 2019-03-18 22:08 | sfernandez | Target Version | 2.2.0 => 2.2.1 |
| 2019-04-05 12:32 | sfernandez | Target Version | 2.2.1 => 2.2.2 |
| 2019-04-05 12:32 | sfernandez | Note Added: 0005594 | |
| 2019-04-30 10:58 | sfernandez | Target Version | 2.2.2 => 2.2.3 |
| 2019-05-16 12:20 | NirHasson | File Added: Inventory.zip | |
| 2019-05-16 12:20 | NirHasson | Note Added: 0005680 | |
| 2019-05-16 12:21 | NirHasson | Note Added: 0005681 | |
| 2019-05-16 12:27 | NirHasson | Note Edited: 0005680 | |
| 2019-06-18 16:59 | sfernandez | Target Version | 2.2.3 => 2.2.4 |
| 2019-07-11 23:55 | asusralis | Note Added: 0005843 | |
| 2019-07-11 23:55 | asusralis | Status | feedback => assigned |
| 2019-07-12 13:10 | sfernandez | Status | assigned => feedback |
| 2019-07-12 13:10 | sfernandez | Note Added: 0005845 | |
| 2019-07-13 06:10 | asusralis | Note Added: 0005848 | |
| 2019-07-13 06:10 | asusralis | Status | feedback => assigned |
| 2019-07-13 17:16 | stonstad | Note Added: 0005849 | |
| 2019-07-15 00:28 | asusralis | Note Added: 0005850 | |
| 2019-07-16 12:06 | sfernandez | File Added: NoesisView.cs | |
| 2019-07-16 12:06 | sfernandez | File Added: NoesisTexture.cs | |
| 2019-07-16 12:06 | sfernandez | Note Added: 0005860 | |
| 2019-07-16 12:40 | asusralis | Note Added: 0005862 | |
| 2019-07-16 14:03 | sfernandez | Status | assigned => feedback |
| 2019-07-16 14:03 | sfernandez | Note Added: 0005863 | |
| 2019-07-16 14:07 | sfernandez | Note Added: 0005864 | |
| 2019-07-16 14:25 | asusralis | Note Added: 0005865 | |
| 2019-07-16 14:25 | asusralis | Status | feedback => assigned |
| 2019-07-18 21:18 | sfernandez | Status | assigned => resolved |
| 2019-07-18 21:18 | sfernandez | Resolution | open => fixed |
| 2019-07-18 21:18 | sfernandez | Fixed in Version | => 2.2.4 |
| 2025-10-10 13:29 | jsantos | Category | Unity3D => Unity |