2D Toolkit Forum
2D Toolkit => Releases => Topic started by: unikronsoftware on March 12, 2013, 10:23:13 pm
-
Greetings folks.
Now that its nearing completion, I am now able to share the next major feature in 2D Toolkit.
I am pleased to announce 2D Toolkit UI.
Webplayer demo here (http://www.unikronsoftware.com/2dtoolkit/webplayer/uidemo/)
Features:
- Light weight code, ultra fast.
- Lots of control prefabs. Use as a basis for customization, or create your own.
- Buttons
- Checkboxes
- Radio Buttons
- Textboxes
- Lists
- Sliders
- Progress bars
- Scrollbars
- Scrolling areas
- Multi touch support, including on screen keyboard on iOS / Android
- Full mobile / webplayer / PC / Mac support. Flash will be supported in the final version.
- Works in Unity Free & Pro
Download the alpha preview version here and give it a whirl.
Your feedback is most appreciated.
Note: This is an alpha preview. Code interfaces are likely to change before release.
-
Whoa.... that seems AWESOME.
Will definitely give it a try. Would love to get rid of my clumsy UI code...
-
This could be great! I was just thinking about buying NGUI, but if 2D Toolkit is getting this stuff, I might not need to.
Is this getting added to the 2D Toolkit we already own or is this going to be an add on purchase?
-
I have no announcements to make on pricing / whether it will be bundled with 2D Toolkit, but everyone who has a registered copy of 2D Toolkit before final release gets a copy regardless.
-
Unikron, that is kind of you.
I for one am completely comfortable with an extra payment for this. 2D Toolkit is single handedly responsible for our ability to develop 2D games in Unity. We, as users, should have an interest and an obligation to keep it alive and its creator happy.
-
It's awesome !!
Brilliant.
-
I'm very excited to see this integrated with 2D Toolkit. One of the thins I find important in any UI development toolkit is the use of some reliable layout managers (Linear Layouts, Relative Layouts, Grids etc..) Will there be support for these sorts of elements in your final version?
-
This is a nice surprise! Looks awesome, will check it out asap.
-
Omgosh, this is exactly what I wanted! I was already writing my own system in place for it, but this looks like it works beautifully! Great job!! :)
Edit:
A cool and AMAZING feature to add would have a draggable tilelist, like, you make a tilelist item, be able to drag it above another and it replaces its spot. Just figured I would give my 2 cents.
-
Awesome alpha tool! Man, you're on fire!
-
I'm very excited to see this integrated with 2D Toolkit. One of the thins I find important in any UI development toolkit is the use of some reliable layout managers (Linear Layouts, Relative Layouts, Grids etc..) Will there be support for these sorts of elements in your final version?
I'd love to see these as well, the one thing almost all the 3rd party UI libraries for Unity is missing (even NGUI).
-
Fantastic Stuff!!!
:) :) :)
cheers
evs
-
I'm very excited to see this integrated with 2D Toolkit. One of the thins I find important in any UI development toolkit is the use of some reliable layout managers (Linear Layouts, Relative Layouts, Grids etc..) Will there be support for these sorts of elements in your final version?
I'd love to see these as well, the one thing almost all the 3rd party UI libraries for Unity is missing (even NGUI).
Definitely not in the first release - my priority for that is to get all bugs ironed out and the code interface finalized. However, it will be relatively high priority after 1.0 is released.
-
Are you planning on creating a new Forum for UI? A place where we can enter bugs, etc?
-- update --
just tried out the alpha -- very impressive so far -- one note -- i was unable to get the text editor to work -- the web demo seems to work fine -- just so you know
this is going to be a sweet asset.
Paul
-
I opened up the demo scene and ran it. None of my mouse clicks are being registered. Am I missing something here?
-
Great addition to an already great library!
-
Awesome. Going to test it right away.
-
Wow!... indeed, such a great addition! For our menus and general UI we were planning on using NGUI, but I think we will go with yours first... :)
I would add a virtual joystick, and adjust the inertia and slowing motion while dragging the scrolling text (when going off limits i mean). It seems to goes back to the limit position a bit abruptly... :P But for the rest of it... it seems so good... :)
-
Wow! This is an amazing add-on to 2DToolkit. Thanks so much. :)
-
Wooooah!!! I'm so happy about it! And you're incredibly kind in giving it for free to existing users! :) Though I have to say that me too (like DannyB) would definitely be willing to pay an additional price for it.
How do you plan to manage events? If possible, can I suggest also having a global GUIManager who sends an event each time a button is clicked/pressed/rolledOver/toggled/etc? In my 2D Toolkit GUI framework I'm using something like that (other than regular events from single buttons), and it's very useful.
-
Wooooah!!! I'm so happy about it! And you're incredibly kind in giving it for free to existing users! :) Though I have to say that me too (like DannyB) would definitely be willing to pay an additional price for it.
How do you plan to manage events? If possible, can I suggest also having a global GUIManager who sends an event each time a button is clicked/pressed/rolledOver/toggled/etc? In my 2D Toolkit GUI framework I'm using something like that (other than regular events from single buttons), and it's very useful.
The message system just uses c# events.
Check tk2dDemoUIController.cs for the code to the attached sample.
-
Are you planning on creating a new Forum for UI? A place where we can enter bugs, etc?
-- update --
just tried out the alpha -- very impressive so far -- one note -- i was unable to get the text editor to work -- the web demo seems to work fine -- just so you know
this is going to be a sweet asset.
Paul
Did you have your build platform set to Android / iOS? There was a bug in that it turned on the onscreen keyboard on those platforms, but it doesn't exist in the editor...
-
Does this work in the editor with build platform set to iOS? The demo scene doesn't work, can't figure out why.
-
Nothing works? I haven't tested this particular version in iOS, just Android.
I can confirm the textbox doesn't work on Android in the editor, but works fine running on device, but all the rest of the controls work fine.
-
Yea, nothing works. Using Unity 4 also.
-
Woah! Those components look awesome. Finally my wait for these is over.
-
Hi,
What are the requirements to import this package because I got an error, "tk2dClippedSprite coud not be found". I am currently using the tk2d 1.91.
Thanks
-
You should use 1.92 beta 1: http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1284.0.html
-
Hi,
I'm trying it out, but when attempting to reload a scene on Unity 3.5.7 I get:
Found multiple tk2dUITime objects. Do you have more than one tk2dUIManager?
UnityEngine.Debug:LogError(Object)
tk2dUITime:.ctor() (at Assets/TK2DROOT/tk2d_UI/Code/Core/tk2dUITime.cs:36)
tk2dUIManager:Awake() (at Assets/TK2DROOT/tk2d_UI/Code/Core/tk2dUIManager.cs:195)
This seems to be because there's a Instance value that is assigned when the first UI Manager is created, but is not cleared when the scene is destroyed.
Seeing as how tk2dUIManager has a reference to a scene-specific object (the camera) does it make sense to have it also be a game-wide singleton?
-
You should use 1.92 beta 1: http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1284.0.html
It works. Thanks, Arges.
-
Awesome! I was looking for an alternative to NGUI for mobile gaming, great new feature!
-
Are you folks able to get the demo to work in the editor? If so, what version of Unity are you using?
-
Are you folks able to get the demo to work in the editor? If so, what version of Unity are you using?
I was able to get it running in editor with Unity 3.5.7f6
-
The demo runs fine for me on Unity 3.5.7f6 also!
Note: if I set the build settings to iOS or Android
the text input field does not work.
cheers
evs
-
The text input bug is a known issue, will be fixed in the next update.
-
Thanks for the responses, guys. So anyone have it working with Unity 4? Unikron, do you happen to have U4?
-
Yup I've got Unity 4. Updating to 4.1 now, will check shortly.
-
@fsadeq - I just tested this in Unity4.1 iOS and it worked fine in the editor, apart from the text editor bug which I've now fixed.
Edit: Also confirmed working fine on iOS running on an iOS.
Can you please confirm on an empty project. Or are you running on an empty project already?
-
@fsadeq - I just tested this in Unity4.1 iOS and it worked fine in the editor, apart from the text editor bug which I've now fixed.
Edit: Also confirmed working fine on iOS running on an iOS.
Can you please confirm on an empty project. Or are you running on an empty project already?
Hmm, yea it works fine in a completely new project. Doesn't work at all (no errors) when I import into my current project. I wonder why?
Edit: I've re-imported both 2DTK 1.92 b1 and the UI packages into my current project and still doesn't work.
-
@fsadeq - I just tested this in Unity4.1 iOS and it worked fine in the editor, apart from the text editor bug which I've now fixed.
Edit: Also confirmed working fine on iOS running on an iOS.
Can you please confirm on an empty project. Or are you running on an empty project already?
Hmm, yea it works fine in a completely new project. Doesn't work at all (no errors) when I import into my current project. I wonder why?
Edit: I've re-imported both 2DTK 1.92 b1 and the UI packages into my current project and still doesn't work.
How strange. Email me when you have a minute, I'll give you some debugging steps to try work out where its failing.
-
I want to procedurally create some number of radio buttons in one group, but it seems that I can't add them to a button/control group during the runtime. Am I wrong? If not then is this going to be addressed?
Also, my mono develop throws an error on these constructors:
public tk2dTouch(TouchPhase _phase, int fingerID, Vector2 position, Vector2 deltaPosition, float deltaTime)
public tk2dTouch(Touch touch)
Adding a parameterless constructor call fixes this:
public tk2dTouch(TouchPhase _phase, int fingerID, Vector2 position, Vector2 deltaPosition, float deltaTime) : this()
public tk2dTouch(Touch touch) : this()
-
@mfcas - Radio button support will be sorted in the next release.
-
Congrats! This looks great, really.
-
Hi!,
It is great news this UI addition. Just want to know if this will be a separate product or will be published within the 2dtoolkit product.
Thanks in advance.
-
I will have an official announcement about this after 1.92 is released.
-
Any release date?
Man, I'm looking forward the scrollbars on custom lists. Majorly for in-stores item display.
Another cool feature you could add is a grid view, like for character selection.
Apart from that, looks great.
Nice work.