Search found 6 matches
- 15 Apr 2017, 00:23
- Forum: General Discussion
- Replies: 7
- Views: 3076
Re: Binding works in Blend but not in Unity
Hi Jsantos,
I created the issue in bug tracker. Are you able to access everything you need? The issue ID is 0001052.
Let me know.
Thanks!
I created the issue in bug tracker. Are you able to access everything you need? The issue ID is 0001052.
Let me know.
Thanks!
- 06 Apr 2017, 15:23
- Forum: General Discussion
- Replies: 7
- Views: 3076
Re: Binding works in Blend but not in Unity
Hi sfernandez,
I created a demo app to demonstrate the binding. Can you email me @ [email protected] and I will send you a zip file with the code.
Thanks
I created a demo app to demonstrate the binding. Can you email me @ [email protected] and I will send you a zip file with the code.
Thanks
- 31 Mar 2017, 15:32
- Forum: General Discussion
- Replies: 7
- Views: 3076
Re: Binding works in Blend but not in Unity
Hi sfernandez. I found a solution to the issue. I used {Binding ElementName=Root, Path=DataContext.XXX} to get the datacontext of the parent. Here is the code. <Style TargetType="ProgressBar" x:Key="ProgressBarStyle"> <Setter Property="Template"> <Setter.Value> <Control...
- 29 Mar 2017, 20:34
- Forum: General Discussion
- Replies: 7
- Views: 3076
Binding works in Blend but not in Unity
Hi Guys, I created a template which binds to a viewmodel. It works perfectly in Blend. It will also render in the unity editor if I eliminate the bindings and put the values in directly. In my template, I am using an ItemsControl. When I bind the values to the ViewModel it no longer works. I made su...
- 28 Mar 2017, 20:01
- Forum: General Discussion
- Replies: 3
- Views: 2463
- 27 Mar 2017, 18:20
- Forum: General Discussion
- Replies: 3
- Views: 2463
How do I create a new GeometryCollection from code?
I am creating a new GeometryGroup from code. It seems like I am unable to create a GeometryCollection because the method is protected. Is there a way around that?? This is what I am trying to do in code. private Path ConstructPath() { if (WedgeAngle >= 360) { Path path = new Path() { Fill = this.Fil...