Search found 96 matches

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by KeldorKatarn
02 Feb 2017, 04:58
Forum: General Discussion
Replies: 15
Views: 3752

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 ...
by KeldorKatarn
01 Feb 2017, 00:44
Forum: General Discussion
Replies: 15
Views: 3752

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.
by KeldorKatarn
26 Jan 2017, 19:24
Forum: General Discussion
Replies: 15
Views: 3752

Re: Question about workflow

Still, very interesting :) I'm glad to see Roslyn being put to good use in the gaming world :)
by KeldorKatarn
26 Jan 2017, 18:27
Forum: General Discussion
Replies: 15
Views: 3752

Re: Question about workflow

So you integrated the roslyn compiler into your game?
by KeldorKatarn
26 Jan 2017, 03:27
Forum: General Discussion
Replies: 15
Views: 3752

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 ...
by KeldorKatarn
31 Mar 2015, 22:02
Forum: General Discussion
Replies: 14
Views: 6113

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...
by KeldorKatarn
31 Mar 2015, 01:30
Forum: General Discussion
Replies: 14
Views: 6113

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#...
by KeldorKatarn
11 Mar 2015, 22:16
Forum: General Discussion
Replies: 24
Views: 8593

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...
by KeldorKatarn
08 Mar 2015, 04:33
Forum: General Discussion
Replies: 24
Views: 8593

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?
by KeldorKatarn
05 Mar 2015, 18:17
Forum: General Discussion
Replies: 3
Views: 1566

Re: Using Neosis to extend the Unity Editor. Possible?

Can IO ask which low-level callbacks it needs? Is this on the C++ level or on GameComponent level?
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