Search found 3910 matches
- 21 Apr 2014, 16:19
- Forum: Official Announcements
- Replies: 70
- Views: 232514
NoesisGUI v1.1.7
[Unity] Added HitTest sample to Unity First Steps Tutorial. Fixed: Error with files and paths containing Unicode characters. Fixed: Error with ListBoxItem container not found. Fixed: Text wrapping being applied when it shouldn't due to precisions problems. Fixed: Crash in Mouse::SetOver. Fixed: Set...
- 19 Apr 2014, 17:07
- Forum: General Discussion
- Replies: 1
- Views: 1432
Re: project setup options
Is there any way to specify the Data paths for packages, and for compiled output on the command line? No, sorry to say, but is not possible in noesisGUI 1.1 changing those paths. Data must be in \NoesisSDK\Data\Packages and the compiled output goes to \Bin\Data. We are changing this in 1.2 to impro...
- 19 Apr 2014, 17:00
- Forum: General Discussion
- Replies: 5
- Views: 3049
Re: availability of C# api
hi Tom, We are working on it, but for now, it is not officially supported. You can find the latest c# layer for unity here: http://www.noesisengine.com/NoesisGUI/MonoAPI.zip There are two directories inside, Proxies with the API for all the framework classes and Core that is a Unity-C# layer. The se...
- 19 Apr 2014, 16:27
- Forum: General Discussion
- Replies: 9
- Views: 4001
Re: Hard Crash with lisbox on ipad only !
If the problem appears again please send us a full unity project (.unitypackage). That way we can be sure that we are testing exactly the same scenario.
- 19 Apr 2014, 16:25
- Forum: General Discussion
- Replies: 4
- Views: 2553
Re: Memory Profiling
There is a problem in the current version of noesisGUI because our basic types are classes instead of structs. This causes extra stress to the garbage collector. Even more in the GC of mono, whose quality is a lot worst than the microsoft implementation. Although this is not publicly recommended you...
- 17 Apr 2014, 15:58
- Forum: General Discussion
- Replies: 4
- Views: 2516
Re: Premultiplied Alpha
I see, another option, can't you do the premultiply alpha step at art creation time? Tools like Adobe Photoshop can do that. If you disable texture compression in Unity, this should work, I don't know if texture compression could add artifacts to the premultiply alpha image.
- 17 Apr 2014, 15:48
- Forum: General Discussion
- Replies: 9
- Views: 4001
Re: Hard Crash with lisbox on ipad only !
Two fast questions:
1. Does the package we created crash in your device? (https://drive.google.com/file/d/0Bwl3Ci ... sp=sharing)
2. Can you test this in a new empty project with last version of noesisGUI installed (not upgraded) into it?
1. Does the package we created crash in your device? (https://drive.google.com/file/d/0Bwl3Ci ... sp=sharing)
2. Can you test this in a new empty project with last version of noesisGUI installed (not upgraded) into it?
- 17 Apr 2014, 15:46
- Forum: General Discussion
- Replies: 4
- Views: 2553
Re: Memory Profiling
Yes, as it happens with drawcalls, Unity misses every allocation done in native (c++). For now, the best option is using the xcode memory profiler in iOS. We use it a lot. Another option for the future is using our internal profiler (a tool that gets connected to your app and show all kind of profil...
- 17 Apr 2014, 15:43
- Forum: General Discussion
- Replies: 4
- Views: 2516
Re: Premultiplied Alpha
Are these textures being used in Unity? Because if they are not, you can avoid that path and use them directly in the xaml, we precompress them in premultiply alpha.
- 11 Apr 2014, 02:26
- Forum: General Discussion
- Replies: 1
- Views: 2096
Re: testing on iOS (unity3d)
First at all, thanks for your feedback! Here are the results of some testing. Generally things seem to look nice and are responsive enough- maybe a little on the sluggish side. I am using Unity 4.3.4. ipad2 w/ 7.1, ipod4 w/ 6.3 Probably related to our noesisGUI style, it is not optimized for mobile....