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- DotNetMaui
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NoesisGui is very interesting but too pricey for solo developer
As someone who made lots of UWP, WinUI3 and MAUI apps, it makes sense to try NoesisGui with Unity... but the entree fee is too much.
What are the option? Don't tell me to stick with built-in web based GUI toolkit of Unity..
What are the option? Don't tell me to stick with built-in web based GUI toolkit of Unity..
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- SleepyMode
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Re: NoesisGui is very interesting but too pricey for solo developer
I don't imagine you'll find too much info on any prospective competitors here of all places.
Though I will say that €195 is a genuinely tiny investment that you can save for when your project is production-ready (since you can develop without a paid license), so I wouldn't say it's too pricey at all.
Though I will say that €195 is a genuinely tiny investment that you can save for when your project is production-ready (since you can develop without a paid license), so I wouldn't say it's too pricey at all.
Re: NoesisGui is very interesting but too pricey for solo developer
€195 gets you years of NoesisGUI development plus our forum support, cheaper than all the other investments for your game: computer, GPU, desk, chair, headphones, operating system, etc.
Of course, it’s up to you to decide if this investment is worth it. Our free trial lets you experiment with the technology before committing, so you can see firsthand how it fits your workflow.
Of course, it’s up to you to decide if this investment is worth it. Our free trial lets you experiment with the technology before committing, so you can see firsthand how it fits your workflow.
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- DotNetMaui
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Re: NoesisGui is very interesting but too pricey for solo developer
195 euro for 1 project (i have 3 games/ideas)... this means 600 euros.. that's pretty expensive for a hobby.I don't imagine you'll find too much info on any prospective competitors here of all places.
Though I will say that €195 is a genuinely tiny investment that you can save for when your project is production-ready
What do you actually mean by this? Prototyping my GUI on a WPF application? NoesIsGui is based on Silverlight/Wpf XAML dialect right? To be honest, it doesn't sound that intuitive to work like that.(since you can develop without a paid license), so I wouldn't say it's too pricey at all.
The free trial lasted only 1 day...?Of course, it’s up to you to decide if this investment is worth it. Our free trial lets you experiment with the technology before committing, so you can see firsthand how it fits your workflow.
Re: NoesisGui is very interesting but too pricey for solo developer
It is per "released" project. So you can experiment with multiples games and ideas using the same license.195 euro for 1 project (i have 3 games/ideas)... this means 600 euros.. that's pretty expensive for a hobby.
Our binaries give you 10 minutes of trial per execution. You can use this for experimenting and working on the integration without paying anything.The free trial lasted only 1 day...?
Re: NoesisGui is very interesting but too pricey for solo developer
To each their own, but I still can’t believe I get to work with the same UI tech that powers Baldur’s Gate 3.
I’ve worked with every major UI solution available, and Noesis is outstanding.
It's cross-engine and cross-platform (PC, XBOX, Web), right? It has a rich set of features, many of which are exclusive to Noesis. And then it is likely the fastest user interface solution available.
Contrast that with Unity’s built-in UI systems, which have been consistently frustrating. They’ve lagged behind for years, and show no signs of catching up. Unity UI Toolkit finally added world space support in 6.2 — and it’s already bugged.
I'm not much of an artist. Here's an example of my user interface w/ Noesis:

I’ve worked with every major UI solution available, and Noesis is outstanding.
It's cross-engine and cross-platform (PC, XBOX, Web), right? It has a rich set of features, many of which are exclusive to Noesis. And then it is likely the fastest user interface solution available.
Contrast that with Unity’s built-in UI systems, which have been consistently frustrating. They’ve lagged behind for years, and show no signs of catching up. Unity UI Toolkit finally added world space support in 6.2 — and it’s already bugged.
I'm not much of an artist. Here's an example of my user interface w/ Noesis:

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