Search found 94 matches
- 06 Feb 2026, 04:20
- Forum: General Discussion
- Replies: 10
- Views: 56639
Re: Unity Player Builds Xaml Packaging
This seems to be working well for us. Please feel free to include it if you think it will help others.
thanks,
sam
thanks,
sam
- 05 Feb 2026, 20:29
- Forum: General Discussion
- Replies: 10
- Views: 56639
Re: Unity Player Builds Xaml Packaging
Ok, I think that this is a much better solution: --- a/Packages/com.noesis.noesisgui/Runtime/NoesisProviders.cs +++ b/Packages/com.noesis.noesisgui/Runtime/NoesisProviders.cs @@ -18,6 +18,19 @@ public class NoesisXamlProvider: XamlProvider { public static NoesisXamlProvider instance = new NoesisXaml...
- 05 Feb 2026, 20:18
- Forum: General Discussion
- Replies: 10
- Views: 56639
Re: Unity Player Builds Xaml Packaging
Thinking about this some more, I actually think the approach here is not the right one. I think rather than have any logic specifically related to the StreamingAssets folder or anything else, the proper call here would be to allow users to provide a callback, where they can load the xaml however the...
- 05 Feb 2026, 20:11
- Forum: General Discussion
- Replies: 10
- Views: 56639
Re: Unity Player Builds Xaml Packaging
I've cleaned this up a bit. Here is what our current implementation looks like: In NoesisProviders.cs: /// <summary> /// Configuration for loading XAML from StreamingAssets. /// Call Configure() before loading any XAML to enable StreamingAssets loading. /// </summary> public static class StreamingAs...
- 05 Feb 2026, 03:41
- Forum: General Discussion
- Replies: 10
- Views: 56639
Re: Unity Player Builds Xaml Packaging
I believe I've got something at least partially working.. I've hacked up NoesisXaml.cs and NoesisProviders.cs to try to fall back to loading from disk instead of using the "content" variable, like this: public override Stream LoadXaml(Uri uri) { string path = uri.OriginalString; #if NOESIS...
- 04 Feb 2026, 00:55
- Forum: General Discussion
- Replies: 10
- Views: 56639
Re: Unity Player Builds Xaml Packaging
We're not concerned about "extra" xamls being packaged with Unity; it's just that Unity is packaging this in a way that makes it really hard for us to patch them. Let me try to explain in further detail. Suppose that we find a bug in our xaml. It's just a silly style thing. A designer can ...
- 02 Feb 2026, 18:51
- Forum: General Discussion
- Replies: 10
- Views: 56639
Unity Player Builds Xaml Packaging
Hey All, I'm not sure how it works right now, but somehow all our XAMLs are bundled up into Unity player builds. What we'd *like* to do is package those ourselves (put them into StreamingAssets) which would allow us to more easily hot-patch our player, and even potentially hot reload xamls on the pl...
- 11 Dec 2025, 03:17
- Forum: General Discussion
- Replies: 15
- Views: 10848
Re: NOESIS Samples - Localization and language specific fonts
That looks really awesome! We'll be looking forward to that change!
As a temp workaround, I'm just tweaking the app resource ditionary where our style is stored, switching out the main font families we use based on locale.
thanks,
sam
As a temp workaround, I'm just tweaking the app resource ditionary where our style is stored, switching out the main font families we use based on locale.
thanks,
sam
- 09 Dec 2025, 23:03
- Forum: General Discussion
- Replies: 15
- Views: 10848
Re: NOESIS Samples - Localization and language specific fonts
Unfortunately, I don't have an easy to reproduce example, because a lot of these bugs come via fully dynamic chat/gamer tags/etc. However, here is an example of what it should look like with the different Noto Sans fonts: https://i.snipboard.io/GDjlW1.jpg As you can see, there are subtle differences...
- 08 Dec 2025, 23:17
- Forum: General Discussion
- Replies: 15
- Views: 10848
Re: NOESIS Samples - Localization and language specific fonts
Hey Sam, Yes, that is accurate. Your Japanese glyphs could be blocking your Chinese glyphs, and vice versa. There is a ticket for addressing this with composite fonts ( 2380 ) but it is not a trivial solution. A valid workaround is to edit your fonts and remove unnecessary changes. Just so I unders...