30 Minute First Impressions Beta 0.1.238
Posted: 15 Aug 2025, 02:30
Not sure if this is the right thread! Downloaded this and played around for 30 minutes with the samples.
Studio seems lightweight and I'm glad I can open multiple instances. (To reference other projects.) You CAN actually open multiple instances of the same project simultaneously, as well...
Dark theme is great! My eyes thank you.
From the demo projects, Basic keyboard navigation (arrow keys, enter or space to submit) during Play Mode only works as expected with the Z3L example. The others:
- don't respond to keyboard at all
- navigation happens but is unexpected (navigation keys select unrelated controls in a strange sequence) (eg "Paradigm")
- navigation is sometimes happening but invisible in the ui. Sometimes it comes back partway and keyboard keys start selecting other controls again (eg "Engineering")
- submit via spacebar sometimes simultaneously submits whatever's under the mouse cursor (you can even see two buttons clicking at once) (eg "Engineering")
This could be that the examples were primarily designed for mouse input only, but it makes me unconfident about robust input support and worried about how tricky it would be to fix the bugs if the GUI system is too far abstracted/blackboxed from integrations (my use case would be Noesis GUIs inside Unity). I don't know Studio very well yet but I'm not seeing obvious diagramming for UI navigation like for example designing UI navigation in the Unity editor.
I don't see an obvious way to do fullscreen play (so I can't test 1080p aspect at true 1080p zoom)
Source control would be a must since changes seem to autosave easily/without indication, making it easy to catastrophically edit complex UI's.
I would really like to see some predefined styles and not totally styleless components (the styleless ones are good in some workflows, but hard to prototype with). For example, it would be great to have a set of premade tables, dropdowns etc with any pre-applied theme and some dummy styles/data, to design UI subtractively rather than additively.
I somehow triggered a very nasty bug where Ctrl+Z would undo but Ctrl+Y would switch the main editor panel to a view of the underlying xaml. It would also autosave the UI I was trying to redo, without the redo, and forgot the redo state. (Making Redo act like the opposite of its intended purpose, ie permanently committing the undesired changes.) I can't recreate this bug but it's in there somewhere.
Will play with this some more, it's a cool tool. Thanks!
Studio seems lightweight and I'm glad I can open multiple instances. (To reference other projects.) You CAN actually open multiple instances of the same project simultaneously, as well...
Dark theme is great! My eyes thank you.
From the demo projects, Basic keyboard navigation (arrow keys, enter or space to submit) during Play Mode only works as expected with the Z3L example. The others:
- don't respond to keyboard at all
- navigation happens but is unexpected (navigation keys select unrelated controls in a strange sequence) (eg "Paradigm")
- navigation is sometimes happening but invisible in the ui. Sometimes it comes back partway and keyboard keys start selecting other controls again (eg "Engineering")
- submit via spacebar sometimes simultaneously submits whatever's under the mouse cursor (you can even see two buttons clicking at once) (eg "Engineering")
This could be that the examples were primarily designed for mouse input only, but it makes me unconfident about robust input support and worried about how tricky it would be to fix the bugs if the GUI system is too far abstracted/blackboxed from integrations (my use case would be Noesis GUIs inside Unity). I don't know Studio very well yet but I'm not seeing obvious diagramming for UI navigation like for example designing UI navigation in the Unity editor.
I don't see an obvious way to do fullscreen play (so I can't test 1080p aspect at true 1080p zoom)
Source control would be a must since changes seem to autosave easily/without indication, making it easy to catastrophically edit complex UI's.
I would really like to see some predefined styles and not totally styleless components (the styleless ones are good in some workflows, but hard to prototype with). For example, it would be great to have a set of premade tables, dropdowns etc with any pre-applied theme and some dummy styles/data, to design UI subtractively rather than additively.
I somehow triggered a very nasty bug where Ctrl+Z would undo but Ctrl+Y would switch the main editor panel to a view of the underlying xaml. It would also autosave the UI I was trying to redo, without the redo, and forgot the redo state. (Making Redo act like the opposite of its intended purpose, ie permanently committing the undesired changes.) I can't recreate this bug but it's in there somewhere.
Will play with this some more, it's a cool tool. Thanks!