Search found 96 matches
- 22 Feb 2017, 20:25
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
Can I somehow create XAML programatically? Let's say I declare a string containing xaml for a very short DataTemplate which I want to use programatically somewhere. Can I do that? Can I parse that somehow? It's possible in WPF with the XAMLReader but you guys obviously have a different pipeline for ...
- 22 Feb 2017, 16:45
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
IObservable is the glue that makes the whole thing work both internally and in userland. It's the Reactive counterpart to plain C# events. Here's an example: Yeah but that falls appart if the user actually references the IObservable by its fully qualified name and then switches platforms. Anyway, n...
- 22 Feb 2017, 15:55
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
Not sure about that since Rx only used the types internally right? The Noesis types are meant to be used by the user of the library, so having the same type in different namespaces for different platforms might not really work in this case.
- 22 Feb 2017, 10:17
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
I don't know what could be happening in your project different from what we are testing here. Anyway, as having all these Intellisense errors in VS is not desirable, I think it is safe if we use ENABLE_MONO and ENABLE_IL2CPP defines. We will add them in the next release like this: #if __MonoCS__ ||...
- 22 Feb 2017, 00:15
- Forum: General Discussion
- Replies: 4
- Views: 1864
Re: Poll: Exporting XAML from Adobe Illustrator in 2017
Not wanting to hijack this thread but there's small neat tools around that can export to xaml directly, like Inkscape. For easy shapes and stuff that's certainly an option for me.
- 21 Feb 2017, 23:09
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
Btw, just a quick interlude. Would it be possible for the Noesis package upon being added to the project to automatically add a flag to Edit > ProjectSettings > Player > Scripting Define Symbols? A flag like NOESIS or something? I'm currently writing some stuff that works against several XAML platfo...
- 21 Feb 2017, 22:22
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
So I don't know how this works on your end but on mine this is unusable out of the box. Maybe he added "__MonoCS__" to Edit > Player > Scripting Define Symbols? edit: Debugging works here with Unity 5.5 and VS2015 without the __MonoCS__ symbol, despite the errors about the .NET 4.6 classes Observab...
- 21 Feb 2017, 22:17
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
Strange, it seems Unity doesn't like SaveAssets() inside OnPostprocessAllAssets . Does it also happens in a clean project and editing one of the sample XAMLs included? I'll test that later, but it certainly happened in several strange instances. This is an important change in 1.3 because right now ...
- 21 Feb 2017, 21:09
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
So just to confirm this, I opened a completely empty UnityProject, added the Noesis UnityPackage, then went in Unity on Assets->Open C# Project. VS opens up, loads the project. I hit "Attach to Unity", and I get an message about build errors. So I don't know how this works on your end but on mine th...
- 21 Feb 2017, 20:34
- Forum: Official Announcements
- Replies: 57
- Views: 20789
Re: UnityPackage 1.3 BETA5
VS CANNOT attach to Unity if the code doesn't compile. I don't compile it, VS compiles it before attaching. If I don't use the project file hook to manually add the mono flag VS tells me "there were project errors, do you want to run the last successful build" and cannot attach to Unity. As of now N...