Search found 98 matches
- 03 Feb 2017, 12:06
- Forum: General Discussion
- Replies: 5
- Views: 2075
Re: Question regarding x:class
Well considering he pointed out that it is VERY IMPORTANT to remove the attribute, it sounded like it wouldn't even work otherwise back then. Also x:Class isn't just about code behind. As I mentioned, if I want to use a usercontrol not as the root but inside another XAML then I wouldn't know how wit...
- 02 Feb 2017, 22:54
- Forum: General Discussion
- Replies: 5
- Views: 2075
Question regarding x:class
So I found this tutorial video on your Youtube channel: https://www.youtube.com/watch?v=50aPNUYSPyA&t=608s It states that it is very important to remove the x:class attribute for a usercontrol that is used as the root element to work. Is this still the case? I'm a bit confused about this because I n...
- 02 Feb 2017, 04:58
- Forum: General Discussion
- Replies: 15
- Views: 3757
Re: Question about workflow
I have another question about the workflow. People have mentioned earlier that they use a separate WPF Application Solution to create and design and test the GUI and simply move the XAMLs to the assets folder or link them from there. However since the x:class attribute needs to be removed, I cannot ...
- 01 Feb 2017, 00:44
- Forum: General Discussion
- Replies: 15
- Views: 3757
Re: Question about workflow
You guys really should get into contact with units. If people could use your GUI to actually extend the EDITOR that would be amazing. The current API for Unity editor extension is a nightmare.
- 26 Jan 2017, 19:24
- Forum: General Discussion
- Replies: 15
- Views: 3757
Re: Question about workflow
Still, very interesting
I'm glad to see Roslyn being put to good use in the gaming world 


- 26 Jan 2017, 18:27
- Forum: General Discussion
- Replies: 15
- Views: 3757
Re: Question about workflow
So you integrated the roslyn compiler into your game?
- 26 Jan 2017, 03:27
- Forum: General Discussion
- Replies: 15
- Views: 3757
Question about workflow
A year after first experimenting with this wonderful project I've come back to bring myself up to date again. One thing I wanted to ask is, what is the current best workflow for creating a GUI in Unity? I do not mean the Component added to camera etc., rather I mean the tool setup. Is the ideal way ...
- 31 Mar 2015, 22:02
- Forum: General Discussion
- Replies: 14
- Views: 6131
Re: [Unity] Maximizing reuse with WPF: Compiling Noesis as D
BTW, UnityVS was acquired by Microsoft and I believe it is now free. I'm going to give it a try. (http://unityvs.com/) I know, which was one more reason I decided to no longer use DLLs. Now that UnityVS is free it is one less obstacle for smooth Visual Studio development and the extra problems havi...
- 31 Mar 2015, 01:30
- Forum: General Discussion
- Replies: 14
- Views: 6131
Re: [Unity] Maximizing reuse with WPF: Compiling Noesis as D
Has anyone tried to share code with an existing WPF app? Thanks for this but I feel I must tell you this. I share your feelings about the loose C# files but I've tried the DLL approach with a project and I can only recommend you do not do that. it is a major pain. Most asset store stuff comes as c#...
- 11 Mar 2015, 22:16
- Forum: General Discussion
- Replies: 24
- Views: 8622
Re: Status and pricing of 1.2 with Unity 5 Personal
When do you guys expect to have 1.2 fully working with Unity 5? 64bit editor and all, simply 100% support? Is it a matter of days, weeks, months? It is a matter of days. I think next week we will have a package 100% compatible, including 64bits, with Unity5. Cool :) Expect me to be a customer by ne...