Noesis Studio and runtime data for Unity
Hey All,
Been playing around with Studio and loving it so far, it's really brought front and center a lot of things that're are possible and made some previously more fiddly things e.g. animations a lot easier to implement!
I am currently investigating the viability of using Studio with Unity for a future project and so far have created a noesis studio project at the root of our project and it seems to work as expected with elements that can be hot reloaded in etc.
However I'm a little confused on how to approach databinding with C# scripts, I can see in studio I can create the various view models needed via the data tab and set up bindings with relative ease. However when trying to view C# scripts made in unity I can't view them, though I do currently understand Unity integration is not yet currently supported officially via plugin.
Viewing the forum I did see a couple of related posts and tried to glean what I could but I still haven't fully grasped it, it seems like the following process is used:
- Design a viewmodel structure and data set that can be bound to the desired element
- Create a C# script that also has these properties with the same naming convention in Unity
This is as far as I got but I don't seem to see how this all works, I assume in part this requires editing the source of Noesis studio to do at this point so any pointers relating to this would also be deeply helpful.
So to sum up what I am asking is:
- Is there an easy way to have runtime data be pipelined into Noesis Studio currently or at least a way to edit Noesis Studio itself to make this achievable?
- Is this possibly also worth holding off until 3.2.8 when the plugin is official and moving a blend orientated project to studio at this date?
Thanks in advance, it's been great using so far just looking for some additional clarity.
Been playing around with Studio and loving it so far, it's really brought front and center a lot of things that're are possible and made some previously more fiddly things e.g. animations a lot easier to implement!
I am currently investigating the viability of using Studio with Unity for a future project and so far have created a noesis studio project at the root of our project and it seems to work as expected with elements that can be hot reloaded in etc.
However I'm a little confused on how to approach databinding with C# scripts, I can see in studio I can create the various view models needed via the data tab and set up bindings with relative ease. However when trying to view C# scripts made in unity I can't view them, though I do currently understand Unity integration is not yet currently supported officially via plugin.
Viewing the forum I did see a couple of related posts and tried to glean what I could but I still haven't fully grasped it, it seems like the following process is used:
- Design a viewmodel structure and data set that can be bound to the desired element
- Create a C# script that also has these properties with the same naming convention in Unity
This is as far as I got but I don't seem to see how this all works, I assume in part this requires editing the source of Noesis studio to do at this point so any pointers relating to this would also be deeply helpful.
So to sum up what I am asking is:
- Is there an easy way to have runtime data be pipelined into Noesis Studio currently or at least a way to edit Noesis Studio itself to make this achievable?
- Is this possibly also worth holding off until 3.2.8 when the plugin is official and moving a blend orientated project to studio at this date?
Thanks in advance, it's been great using so far just looking for some additional clarity.
Re: Noesis Studio and runtime data for Unity
Hey Jack,
Thanks a lot for your post and for sharing your experience, it’s great to hear you’re enjoying Studio so far!
You're right that, as of now, there's no official Unity plugin with full Studio integration, but we're actively working on it and should have some exciting updates to share soon.
In the meantime, the current approach to using runtime data in Unity from Studio is to replicate your view models in C#, matching the naming conventions you've set up in Studio during design time. Once you have your models in place, you can assign them to the DataContext at runtime, just like we demonstrate in several of our sample projects. This manual process ensures your UI remains in sync with your runtime data.
Studio saves design-time data in XML format within the .noesis folder. While it’s technically possible to parse and use this XML to auto-generate corresponding C# models, that might be overkill for many projects at this stage.
Thanks a lot for your post and for sharing your experience, it’s great to hear you’re enjoying Studio so far!
You're right that, as of now, there's no official Unity plugin with full Studio integration, but we're actively working on it and should have some exciting updates to share soon.
In the meantime, the current approach to using runtime data in Unity from Studio is to replicate your view models in C#, matching the naming conventions you've set up in Studio during design time. Once you have your models in place, you can assign them to the DataContext at runtime, just like we demonstrate in several of our sample projects. This manual process ensures your UI remains in sync with your runtime data.
Studio saves design-time data in XML format within the .noesis folder. While it’s technically possible to parse and use this XML to auto-generate corresponding C# models, that might be overkill for many projects at this stage.
Re: Noesis Studio and runtime data for Unity
Hey Jsantos,
It's been great so far, I really can't wait to see how this all looks with official plugin support.
Just to say I have now gotten this working, I had somehow missed the datacontext set up on the manual code end so just added a line to assign the datacontext to the view and it's all working as expected, thanks again!
It's been great so far, I really can't wait to see how this all looks with official plugin support.
Just to say I have now gotten this working, I had somehow missed the datacontext set up on the manual code end so just added a line to assign the datacontext to the view and it's all working as expected, thanks again!
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