Hello Guest

Author Topic: 2D Toolkit UI 0.9 Alpha Preview 1  (Read 56827 times)

Genji

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 5
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #15 on: March 13, 2013, 04:36:49 am »
Great addition to an already great library!

mfcas

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 24
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #16 on: March 13, 2013, 05:41:59 am »
Awesome. Going to test it right away.

MaaS

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 39
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #17 on: March 13, 2013, 07:13:22 am »
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... :)

vinnie035

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 20
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #18 on: March 13, 2013, 08:45:05 am »
Wow! This is an amazing add-on to 2DToolkit. Thanks so much.  :)

Izitmee

  • 2D Toolkit
  • Jr. Member
  • *
  • Posts: 99
    • View Profile
    • Holoville Games
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #19 on: March 13, 2013, 09:02:58 am »
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.

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #20 on: March 13, 2013, 12:04:14 pm »
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.

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #21 on: March 13, 2013, 12:05:51 pm »
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...

fsadeq

  • 2D Toolkit
  • Sr. Member
  • *
  • Posts: 353
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #22 on: March 13, 2013, 11:07:56 pm »
Does this work in the editor with build platform set to iOS? The demo scene doesn't work, can't figure out why.

unikronsoftware

  • Administrator
  • Hero Member
  • *****
  • Posts: 9709
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #23 on: March 13, 2013, 11:27:22 pm »
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.

fsadeq

  • 2D Toolkit
  • Sr. Member
  • *
  • Posts: 353
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #24 on: March 14, 2013, 02:28:10 am »
Yea, nothing works. Using Unity 4 also.

underdogs

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 14
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #25 on: March 14, 2013, 10:22:31 am »
Woah! Those components look awesome. Finally my wait for these is over.

phongtran72

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 8
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #26 on: March 14, 2013, 05:06:45 pm »
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

Arges

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 6
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #27 on: March 14, 2013, 05:10:14 pm »

Arges

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 6
    • View Profile
Re: 2D Toolkit UI 0.9 Alpha Preview 1
« Reply #28 on: March 14, 2013, 05:22:40 pm »
Hi,

I'm trying it out, but when attempting to reload a scene on Unity 3.5.7 I get:

Code: [Select]
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?

phongtran72

  • 2D Toolkit
  • Newbie
  • *
  • Posts: 8
    • View Profile