[Release Candidate] NoesisGUI v3.1.0rc2
π CHANGELOG
π NoesisGUI-NativeSDK-win-3.1.0rc2.zip
π NoesisGUI-NativeSDK-macos-3.1.0rc2.zip
π NoesisGUI-NativeSDK-linux-3.1.0rc2.zip
Platforms included in C++ SDK:
Platforms included in Unity Package:
Platforms included in Unreal plugin:
π NoesisGUI-NativeSDK-win-3.1.0rc2.zip
π NoesisGUI-NativeSDK-macos-3.1.0rc2.zip
π NoesisGUI-NativeSDK-linux-3.1.0rc2.zip
Platforms included in C++ SDK:
- Windows (x86, x86_64)
- UWP (x86_64)
- iOS (arm, arm64)
- tvOS (arm64)
- macOS (x86_64, arm64)
- WebGL (wasm)
- Android (arm, arm64, x86, x86_64)
- Linux (x86_64, arm, arm64)
Platforms included in Unity Package:
- Windows (x86, x86_64)
- UWP (x86_64)
- iOS (arm, arm64)
- tvOS (arm64)
- macOS (x86_64, arm64)
- WebGL (wasm)
- Android (arm, arm64)
- Linux (x86_64)
Platforms included in Unreal plugin:
- Windows (x86_64)
- iOS (arm, arm64)
- macOS (x86_64, arm64)
- WebGL (wasm)
- Android (arm, arm64, x86, x86_64)
- Linux (x86_64)
Re: [Beta] NoesisGUI v3.1.0b1
Wow, so many changes! I am looking forward to leveraging the improvements in this release (faster drop shadows, effect processing, minimizing allocations). So awesome!
Re: [Beta] NoesisGUI v3.1.0b2
Beta2 released
- New Unity features. Read the tutorial for more information.
- NoesisGUI is now a package that must be installed using the Package Manager. The previous package, located at 'Assets/NoesisGUI' must be deleted before installing the new version.
- XAMLs assets are now implemented using a Scripted Importer. This means that we no longer need the corresponding .asset file for each .xaml. You must delete all .asset files belonging to .xaml resources if you are upgrading your project. References to XAMLs from current views must also be recreated.
- Fonts are also implemented using a Scripted Importer. In this case we are overriding the default font importer used by Unity. Sames as with XAMLs, you must delete all .asset files belonging to .ttf resources.
- NoesisSettings.asset has been deprecated and must be removed. When first installing NoesisGUI 3.1, a new Noesis.settings.asset will be created. This new asset is very similar to the legacy one but no longer needs to be stored inside a Resources folder.
- Sprites are now supported in DataContexts and accessible to ImageSource properties in XAML using data-binding. See our Inventory sample.
- Implemented gamepad events using the new Input System Package. Note that for keyboard, mouse and touch we still need the legacy Input System.
- All new features like Videos, Blending Modes and Shaders included in 3.1 Core are also available for Unity. See our examples VideoEffect and BrushShaders.
- Hot-reloading while in Play mode is now always enabled.
Re: [Beta] NoesisGUI v3.1.0b3
Beta 3 released
- Feature New Unreal features. Read the tutorial for more information.
- Support for custom Brushes using Unreal Materials. See our Materials sample.
- Support for custom Effects using Unreal Materials. See our VideoEffect example.
- Added new Blending Modes. See our VideoEffect example.
- Native support of MediaSources for playing Video using MediaElement. See our VideoEffect example.
- Sprites are now supported in DataContexts and accessible to ImageSource properties in XAML using data-binding. See our Inventory sample.
- Added support for binding Map properties, and improved native DataContext integration with support for getter/setter properties and command properties.
- All the improvements included in 3.1 Core are also available for Unreal.
-
- stepan.fiala
- Posts: 5
- Joined:
Re: [Beta] NoesisGUI v3.1.0b3
After migrating from 3.0 to 3.1 we've issues referencing static resources in Unity, e.g.
According to the documentation
But how exactly?
Thanks!
Code: Select all
[noesis] Assets/UI/Views/ShopView.xaml(392): StaticResource 'TitleOrbsBackground' not found.
References to XAMLs from current views must also be recreated.
But how exactly?
Thanks!
-
-
sfernandez
Site Admin
- Posts: 2794
- Joined:
Re: [Beta] NoesisGUI v3.1.0b3
Where are those resources defined? If they are part of the Application Resources, could you make sure the dictionary xaml is correctly referenced in Noesis Settings.After migrating from 3.0 to 3.1 we've issues referencing static resources in Unity
As the documentation specifies, after upgrading you have to delete the old .asset corresponding to the .xaml, because now the .xaml is directly the asset we use in Unity. So you need to go to the NoesisView component and assign the Xaml property to the corresponding .xaml.References to XAMLs from current views must also be recreated.
Re: [Beta] NoesisGUI v3.1.0b3
I will improve the documentation to make this clearer, thanks for the feedbackAs the documentation specifies, after upgrading you have to delete the old .asset corresponding to the .xaml, because now the .xaml is directly the asset we use in Unity. So you need to go to the NoesisView component and assign the Xaml property to the corresponding .xaml.
Re: [Beta] NoesisGUI v3.1.0b4
Beta 4 released
- Enhancement Unity C++ Experimental support for D3D12 (#1819).
- Enhancement Unity Switch/NVN renderer support (#2048, #2058).
- Enhancement Unity Set DPI scale when creating Views.
- Enhancement C++ Added helper tables to RenderDevice API: VertexShaders, VertexFormats and VertexSizes.
- Enhancement C++ Stride information added to renderer Batch structure.
- Enhancement Exposed Placeholder property in TextBox, PasswordBox and ComboBox to use in code.
- Enhancement Support for AppleTV.
- Fixed Glitch in upsample shader.
- Fixed View perspective matrix incorrectly depending on viewport height.
- Fixed UI does not react to changes in MergedDictionaries of the ApplicationResources (#2056).
- Fixed Grid not checking for NaN in IsDesiredSize method.
Re: [Beta] NoesisGUI v3.1.0b4
how we should deal with Batch::stride?
looks like the value duplicates the one derived from Batch::shader, or is it really something dynamically changing?
asking because not sure how to implement it in my custom RenderDevice.
should I create new pipelines for different strides, or is it guaranteed to always derive from Batch::shader?
and also I am creating custom Batches, so how to initialize this new field?
looks like the value duplicates the one derived from Batch::shader, or is it really something dynamically changing?
asking because not sure how to implement it in my custom RenderDevice.
should I create new pipelines for different strides, or is it guaranteed to always derive from Batch::shader?
and also I am creating custom Batches, so how to initialize this new field?
Re: [Beta] NoesisGUI v3.1.0b4
'stride' is always derived from Batch::shader. Its value is always
We are sending it to simplify the implementation of renderers but now that I see your confusion I am not sure if this is really a good idea. At least this should have better documentation.
Code: Select all
SizeForFormat[FormatForVertex[VertexForShader[shader.v]]]
Who is online
Users browsing this forum: No registered users and 2 guests