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Author Topic: 2D Toolkit UI 1.0 beta 2  (Read 25689 times)

unikronsoftware

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2D Toolkit UI 1.0 beta 2
« on: March 20, 2013, 09:52:48 pm »
IMPORTANT: This version is not guaranteed to be backwards compatible with the previous alpha release.
Most class names have changed.
If you have started work with the alpha version, follow the instructions in the next post to upgrade.


Webplayer demo here

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

Bugfixes and improvements:
- tk2dUI prefix on all classes (finalized)
- tk2dUITime is now a static class
- scrollable area snapback uses velocity
- click + hold scrollbar arrow to scroll continuously
- now possible to change toggle buttons at runtime
- scrollbar editor widget corrected and shows thumb size
- editor widgets show extended line when being used, easier to position and tweak correctly.
« Last Edit: March 20, 2013, 10:00:56 pm by unikron »

unikronsoftware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #1 on: March 20, 2013, 09:56:20 pm »
Upgrade instructions from alpha.
1. Backup project IMPORTANT
2. Create a new scene.
3. Upgrade to 2D Toolkit 1.92 beta 3
4. Delete the tk2d_UI and tk2d_UI_Demo folders, and the pdf doc.
5. Import tk2dUI 1.0 beta2
6. Correct all class name references in your code. Everything has a tk2dUI prefix now.
7. Open up your old scene - everything should still work now. All prefabs, scenes, etc. should still be set up correctly.

mfcas

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #2 on: March 22, 2013, 12:13:42 pm »
Hey, I upgraded the UI to 1.0 and see that you haven't fixed the tk2dUITouch constructors, maybe you didn't see my edit complaining about this problem. Adding a parameterless constructor call fixes those errors:

public tk2dUITouch(TouchPhase _phase, int fingerID, Vector2 position, Vector2 deltaPosition, float deltaTime) : this() { ... }
public tk2dUITouch(Touch touch) : this() { ... }

Or is there another reason why the change hasn't been made?

unikronsoftware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #3 on: March 22, 2013, 01:12:13 pm »
@mfcas - I missed that bit. Sorted in the next release, also covered a couple warnings.

willrmiller

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #4 on: March 23, 2013, 09:43:50 pm »
I'm having some trouble setting up a horizontal scrollable area.  I've set the content length and viewable area length correctly (I think), but it seems to be confused as to how much to scroll in one direction or another before it snaps back.  Here's a video of what I'm seeing:

http://www.willrmiller.com/other/ScrollableAreaProblem.mov

And here's my setup:

http://www.willrmiller.com/other/ScrollableAreaSetup.png

Any idea what's going on?

2D Toolkit UI is really awesome so far!

[EDIT]

I'm also seeing some strange jittering behavior in the scrollable area after I've scrolled and it's snapped back.  Here's a video:

http://www.willrmiller.com/other/ScrollableAreaJitter.mov
« Last Edit: March 23, 2013, 10:02:24 pm by willrmiller »

Yudo

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #5 on: March 25, 2013, 02:35:27 pm »
Hi,
    I have been using the TextInput prefab and I have some suggestions about it:
-There should be a check-box in the editor if we what our TextInput to be a PasswordInput (shows * instead of characters);
-I wanted to extend the tk2dUITextInput to make the Password modification myself but all the methods are private so I couldn't
-If I set the Text of the TextInput using script the TextInput stops working

[EDIT]
-also on iOs when you have multiple TextInputs and you select another one while the keyboard is still up, it will write text in both TextInputs


Well that is mostly it
Thank you

« Last Edit: March 25, 2013, 08:29:44 pm by Yudo »

unikronsoftware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #6 on: March 27, 2013, 10:22:24 am »
@Yudo - Thanks for the bugreport.
I'll get this sorted out for the next release.

@willrmiller - The control seems to be set up properly. Would it be possible to get a repro case for this? I've not seen it happen when setting up with tk2dCamera. Also I'll get the labels sorted so they are visible in the tk2dCamera, it doesn't consider the scales, so ends up so close together.

xByteCode

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #7 on: March 27, 2013, 08:39:51 pm »
I am assuming that since 1.92 final has been released, I can just install 1.92 final and still use the Toolkit UI Beta 2? Just want to make sure before I start upgrading everything :)

unikronsoftware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #8 on: March 27, 2013, 09:13:33 pm »
I am assuming that since 1.92 final has been released, I can just install 1.92 final and still use the Toolkit UI Beta 2? Just want to make sure before I start upgrading everything :)

Yup. That'll work fine.

marceloSpiezzi

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #9 on: March 28, 2013, 06:05:37 pm »
Really liked it, lots of easy customization tools, very nice addition to the tk2d family!!

just one question, there's a way with this default button script to a make it send messages to multiple objects ? Or do you recommend sending a message to an UI control object and this one share the message with others obejcts?

unikronsoftware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #10 on: March 28, 2013, 11:25:52 pm »
Seeing that it makes sense to have one controller per "UI", it probably makes sense to route everything through it. But since everything uses C# events, you can have more than one subscriber to a message...

Smartphoneware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #11 on: April 04, 2013, 04:23:44 pm »
Thank you for UI.
I've try it, it have some issues, I hope you will fix it sometime.

In tk2dUITextInput for IOS (didn't test on Android):
1. better set
TouchScreenKeyboard.hideInput = true;
this will hide Unity's Accessory bar.

2. In TouchScreenKeyboardLoop:
add keyboard.active to check if keyboard is active
...
while (keyboard != null && !keyboard.done && keyboard.active)
...

tk2dUIItem - IMHO needs more convenient way to set / edit box collider.

unikronsoftware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #12 on: April 04, 2013, 10:37:05 pm »
Thanks for those I'll get them in the next version.

I had a "Fit collider" button on tk2dUIItem. That may help in the next release, but not in all cases. What were you finding difficult? Just that the collider size didn't match sprite sizes when changed?

Smartphoneware

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #13 on: April 07, 2013, 07:56:26 am »
"Fit collider" would be great solution.

nemoryoliver

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Re: 2D Toolkit UI 1.0 beta 2
« Reply #14 on: April 07, 2013, 04:00:24 pm »
I can't see 2D Toolkit UI in the Assets Store. Where can I get it?