Search found 32 matches

by horeaper
26 Sep 2019, 20:24
Forum: General Discussion
Replies: 1
Views: 459

Is it possible to use noesis for Unity editor UI?

I don't know how they did that, but apparently UIWidgets can be used both for in-game UI, and editor UI. https://camo.githubusercontent.com/85b99afd9947e9f4701c2342a145c9107965ab66/68747470733a2f2f636f6e6e6563742d7072642d63646e2e756e6974792e636f6d2f32303139303731382f702f696d616765732f653363396366396...
by horeaper
29 Jun 2019, 08:17
Forum: General Discussion
Replies: 3
Views: 263

Re: Unable to use Assembly Definition file with Noesis 2.2 in Unity 2019.1.7

I am not sure if this is a bug in Unity, because NoesisViewEditor inherits from Editor, a ScriptableObject. So, with the same version of Unity, Noesis 2.2.3 doesn't work and Noesis 2.1.X works?
Fixed by restart UnityHub.... wtf??🤣
by horeaper
25 Jun 2019, 11:19
Forum: General Discussion
Replies: 2
Views: 169

Re: How to set/change font family and size globally in Unity?

As FontFamily and FontSize are properties that inherit down the tree you can set them in the root of the main xaml. If you don't explicitly set those properties in control styles, then the inherited value will apply and override the entire UI. To change the value depending on the language you can u...
by horeaper
25 Jun 2019, 11:05
Forum: General Discussion
Replies: 14
Views: 492

Re: Unity3D autogenerate .g.cs

Just one note: In 73 you wrote baseClassName != "ResourceDictionary" Though i can't see a reason to do it, i do believe it is possible to use a codebehind in ResourceDictionary. (Btw i have no clue what x:Modifier even is) What I means are x:ClassModifier and x:FieldModifier. ResourceDictionary all...
by horeaper
25 Jun 2019, 06:51
Forum: General Discussion
Replies: 2
Views: 136

Re: Using NoesisGUI with ProGrid together cause (non-important) errors.

It seems we are applying our postprocessor out of /Assets and we shouldn't.

Could you please file a ticket?
Done: https://www.noesisengine.com/bugs/view.php?id=1508
by horeaper
24 Jun 2019, 11:36
Forum: General Discussion
Replies: 2
Views: 136

Using NoesisGUI with ProGrid together cause (non-important) errors.

NoesisGUI 2.2.3 with Unity 2019.1.7. When ProGrid and NoesisGUI exist together, the following error happens: Read only asset Packages/com.unity.progrids/Font/Asap-Regular-ProGrids.asset has no meta file. UnityEditor.AssetDatabase:CreateAsset(Object, String) NoesisPostprocessor:ImportFont(String, Boo...
by horeaper
24 Jun 2019, 09:46
Forum: General Discussion
Replies: 14
Views: 492

Re: Unity3D autogenerate .g.cs

Ok this is my result: https://gist.github.com/horeaper/274914aeed366b966e93c530590319ce What's changed: 1. Bug fixes (obviously) 2. Changed the coding style (both source and generated) a little to fit my likings 😊 3. Changed the access modifer of the generated fields to "internal", which is what WPF...
by horeaper
24 Jun 2019, 09:18
Forum: General Discussion
Replies: 14
Views: 492

Re: Unity3D autogenerate .g.cs

The feature "Skip if x:Class does not exist" doesn't work properly. For example, parse NocturnalStyle.xaml (theme provided in noesis native SDK) will cause a .g.xaml get generated, which causes compile error. It's a ResourceDictionary so it doesn't have "FindName" method. Also the generated code wil...
by horeaper
24 Jun 2019, 08:37
Forum: General Discussion
Replies: 14
Views: 492

Re: Unity3D autogenerate .g.cs

A small problem: In method "HasExistingUserImplemention()", the "type" returned by GetType() can be null, I made a small modification: bool HasExistingUserImplemention() { var type = GetType(GetNamespaceString() + "." + GetClassNameString()); var initializeComponentMethod = type?.GetMethod("Initiali...
by horeaper
24 Jun 2019, 08:05
Forum: General Discussion
Replies: 2
Views: 169

How to set/change font family and size globally in Unity?

Back in WPF I can achieve this by setting Window's OverrideMetadata() in App class's constructor. Now in Unity, App is no where to be found. My last (experimental) project went to set FontFamily/FontSize style with almost every control in a resources dictionary, and merge it on every xaml file. This...