Search found 30 matches

by Rocko Bonaparte
17 Apr 2021, 05:56
Forum: General Discussion
Replies: 1
Views: 338

Looking for a good approach to insert/substitute markers for controller hints

I have images for just about ever keyboard key, mouse control, and various gamepad controllers. I have bindings from my controllers to actions and I'd like to show the images of these keys/buttons/joysticks when prompted. I'm trying to figure out a good approach for this. I have two generation scena...
by Rocko Bonaparte
29 Mar 2021, 19:58
Forum: General Discussion
Replies: 5
Views: 472

Re: Proper way to load compiled XAML at run time in Unity

I figured out this method from skimming around a lot of posts. Instead of using the static LoadComponent, I can load the NoesisXaml as a result and then call LoadComponent on it instead: private void InitializeComponent() { // Previously: Noesis.GUI.LoadComponent(this, "Assets/Project/UI/wpf/mainmen...
by Rocko Bonaparte
28 Mar 2021, 07:24
Forum: General Discussion
Replies: 5
Views: 472

Re: Proper way to load compiled XAML at run time in Unity

The saga continues. Of course trying to reference paths in the Resources path wouldn't work because Unity turns that into single-file blob. I tried using StreamingResources instead. However, Noesis.GUI.LoadComponent never seems to find the path if I use what I thought was the typical thing: Noesis.G...
by Rocko Bonaparte
27 Mar 2021, 17:18
Forum: General Discussion
Replies: 5
Views: 472

Re: Proper way to load compiled XAML at run time in Unity

I guess the samples directly associate the XAML with the scene so Unity would know to include them. It implies I need to put the xaml in Resources if I want to find them.

I kind of figured the .xaml was getting compiled when made into an asset but I guess it's not true.
by Rocko Bonaparte
27 Mar 2021, 08:11
Forum: General Discussion
Replies: 5
Views: 472

Proper way to load compiled XAML at run time in Unity

I feel stupid asking this because it must be pretty simple. I've implemented InitializeComponent with the LoadComponent calls that I think I need to properly pair to XAML in Noesis with Unity. This works fine while in the editor. However, the built game can't find the XAML files, and I'm not surpris...
by Rocko Bonaparte
27 Mar 2021, 08:03
Forum: General Discussion
Replies: 4
Views: 356

Re: Properly excluding editor from Unity build

For reference for others in the future, it means adding an assembly definition for the Assets/NoesisGUI/Plugins/Editor folder. It needs to depend on the parent NoesisGUI assembly definition (I think it came with it or else I created one at some point?). The editor one needs to include only for the E...
by Rocko Bonaparte
25 Mar 2021, 18:25
Forum: General Discussion
Replies: 4
Views: 356

Re: Properly excluding editor from Unity build

I am assuming I have some inconsistency in project structure or settings then, but I wouldn't know what. If I am building code in Visual Studio then I am okay. Within the editor and play mode, I am okay. However, when I try to build a game executable (for Windows), then Unity wants to treat those fi...
by Rocko Bonaparte
25 Mar 2021, 07:24
Forum: General Discussion
Replies: 4
Views: 356

Properly excluding editor from Unity build

I tried to do a test build of my project and slammed into a bunch of editor-only Noesis code that got dragged into the build. This is a lot of stuff in Assets\NoesisGUI\Plugins\Editor. For example of just one in one file: Assets\NoesisGUI\Plugins\Editor\NoesisMenu.cs(7,18): error CS0234: The type or...
by Rocko Bonaparte
04 Mar 2021, 07:32
Forum: General Discussion
Replies: 3
Views: 699

Re: Properly showing/hiding a view in Unity with state changes

I'm now stuck on a new problem. It looks like if I disable the view, it still gets events. So if I opt for a new game, this will disable the view and start the game. However, if I hit enter on the keyboard, it'll start a new game again despite having disabled the main menu. It's not showing that men...
by Rocko Bonaparte
02 Mar 2021, 08:09
Forum: General Discussion
Replies: 3
Views: 699

Re: Properly showing/hiding a view in Unity with state changes

I'm concluding I have that part down well enough. The bulk of my problem had to do with RelayCommand implementation, per viewtopic.php?f=3&t=2169&p=12273#p12273