Re: [BETA] NoesisGUI v2.2.0b6
The second issue I mentioned above turned out to be a bug in 2.1 - .MouseUp was being called, not called in 2.2 for Thumb. I replaced it with DragComplete in 2.2 and works now.
Currently the only outstanding issue with 2.2beta6 in Unity Editor I have is with the font rendering sudden change in character height. It's the issue I opened in the post above.
Currently the only outstanding issue with 2.2beta6 in Unity Editor I have is with the font rendering sudden change in character height. It's the issue I opened in the post above.
Re: [BETA] NoesisGUI v2.2.0b6
I would say that's not a bug. One of the changes in 2.2 regarding text rendering is that now we use the exact metrics WPF is using. But I will check it later. Thanks for reporting.Currently the only outstanding issue with 2.2beta6 in Unity Editor I have is with the font rendering sudden change in character height. It's the issue I opened in the post above.
We are uploading right now Beta7, including all platforms in Unity :)
Re: [BETA] NoesisGUI v2.2.0b7
Version 2.2.0b7
Today we will also release the C# SDK.
- Nintendo Switch C++ New platform supported.
- Enhancement App C# Application and Window moved inside NoesisApp namespace (#1326).
- Enhancement C# ContentPropertyAttribute moved inside Noesis namespace (#1327).
- Enhancement Incorrect assert when returning Size.Empty from C# in Measure/Arrange (#1413).
- Enhancement Order of DoubleClick events matching WPF.
- Fixed Crash with empty run at the end of normal runs (#1407).
- Fixed VirtualizingStackPanel crash when using Style to set scroll properties.
Today we will also release the C# SDK.
Re: [BETA] NoesisGUI v2.2.0b6
Yes, at least time, I can confirm you that is is not a bug. I am checking against WPF and Kaxaml.I would say that's not a bug. One of the changes in 2.2 regarding text rendering is that now we use the exact metrics WPF is using. But I will check it later. Thanks for reporting.Currently the only outstanding issue with 2.2beta6 in Unity Editor I have is with the font rendering sudden change in character height. It's the issue I opened in the post above.
We are uploading right now Beta7, including all platforms in Unity :)
Re: [BETA] NoesisGUI v2.2.0b7
Good news re: Beta7
Just tried it - in Unity LTS (2017.4.19) does not compile:
[CompilerError] No overload for method `Open' takes `8' arguments
Compiler Error at Assets/NoesisGUI/Plugins/NoesisUnity.cs:260 column 44
258: }
-->260: keyboard = TouchScreenKeyboard.Open(text, keyboardType, true, multiline, secure, false, "", characterLimit);
261: focused = focused_;
262: undoString = text;
Likely small change to the overload for LTS Unity will fix it.
Edit: changed this to fix temporarily:
//keyboard = TouchScreenKeyboard.Open(text, keyboardType, true, multiline, secure, false, "", characterLimit);
keyboard = TouchScreenKeyboard.Open(text, keyboardType, true, multiline, secure, false, "");
Edit2: first test on Android looks good!
I have a question, what does this line mean in beta5 changelog:
> Enhancement App Color buffer clearing avoided whenever possible.
Just tried it - in Unity LTS (2017.4.19) does not compile:
[CompilerError] No overload for method `Open' takes `8' arguments
Compiler Error at Assets/NoesisGUI/Plugins/NoesisUnity.cs:260 column 44
258: }
-->260: keyboard = TouchScreenKeyboard.Open(text, keyboardType, true, multiline, secure, false, "", characterLimit);
261: focused = focused_;
262: undoString = text;
Likely small change to the overload for LTS Unity will fix it.
Edit: changed this to fix temporarily:
//keyboard = TouchScreenKeyboard.Open(text, keyboardType, true, multiline, secure, false, "", characterLimit);
keyboard = TouchScreenKeyboard.Open(text, keyboardType, true, multiline, secure, false, "");
Edit2: first test on Android looks good!
I have a question, what does this line mean in beta5 changelog:
> Enhancement App Color buffer clearing avoided whenever possible.
Re: [BETA] NoesisGUI v2.2.0b7
We definitely need to be compatible with Unity LTS. Will be fixed in next release.Good news re: Beta7
Just tried it - in Unity LTS (2017.4.19) does not compile:
Well. that's something for the Application framework (not Unity). As clearing the whole screen with a quad is not as efficient as doing a clear with the GPU, we detect when the root element of a XAML covers the entire screen, copy its color and do a GPU clear with it. The optimization commented in that line of the changelog was avoiding that GPU clear when it was not necessary. In Unity, we can't do the same because we need to change the Camera parameters accordingly and we don't have the ownership of that component. But this is something (doing the clear with the camera) that should improve performance in Unity also.I have a question, what does this line mean in beta5 changelog:
> Enhancement App Color buffer clearing avoided whenever possible.
Re: [BETA] NoesisGUI v2.2.0b7
Native C++ SDK updated to Beta7
Re: [BETA] NoesisGUI v2.2.0b8
Version 2.2.0b8
- Enhancement Improved implementation of dynamic buffers in Metal renderer.
- Enhancement Metal.framework is now loaded dynamically (#1083).
- Enhancement Glyph cache no longer regenerated when changing PPAA settings.
- Enhancement Improvements to First contact with Blend Unity tutorial.
- Fixed Win7 incompatibility in Win32Display when using XInput (#1414).
- Fixed Unity Compatibility with Unity LTS (2017.4)
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