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Simon (Darkside) Jackson
@SimonDarksideJ
image.png
The last point on the right is not beginning a new line, clearly :P
CortiWins
@CortiWins
I'm curious what the fix will look like, because i don't get the "previousVert"-parameter.
markyama
@markyama
FYI, @CortiWins' suggestion to set previousVert = null for CreateLineSegment in PopulateMesh seems to fix the problem.
Simon (Darkside) Jackson
@SimonDarksideJ
Hmm, odd. I just tried setting up a dashed line and it "didn't" work. What have Unity done this time :S
Just going back over the changes to the control of late, just in case
Simon (Darkside) Jackson
@SimonDarksideJ
SO I've confirmed nothing has changed in a long time here, so I suspect Unity have "changed" something in the vertex makeup of a RectTransform.
Thanks for the validation @markyama for @CortiWins fix. Curious though as that line "should" be doing that already for every other segment, odd.
Just grabbing dinner then I'll get back to this
Simon (Darkside) Jackson
@SimonDarksideJ
I thought I had a proper fix, now not so sure.
Now the reason for the PreviousVert argument in the CreateLineSegment is to ensure the UV's wrap correctly. In the past, if you didn't ensure they we wrapped it would break the UV data for the VertexBuffer.

I updated the logic correctly to

segments.Add(CreateLineSegment(start, end, SegmentType.Middle, segments.Count > 2 && segments.Count % 2 == 0 ? segments[segments.Count - 2] : null));

Ensuring UV's were wrapped for subsequent segment ends, however. If I do as was suggested earlier but simply having

segments.Add(CreateLineSegment(start, end, SegmentType.Middle));

It odly still works, wether it is using a texture or material and the UV's (appear) to work as expected.

As opposed as I am to leaving commented out code in, I'll take the suggested fix, but leave the updated code should it be required again.
I should probably see about getting the Dev releases published to UPM :D
But Git works just as well :D
markyama
@markyama
Thanks Simon
CortiWins
@CortiWins
Qustion: How would you make a rect border with rounded edges?
Simon (Darkside) Jackson
@SimonDarksideJ
Hi @CortiWins , just so happens there is a Rounded Corners control called UICornerCut :D
https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/wiki/Controls/UICornerCut
And of course, it's one of the few wiki pages I didn't get updated. Correcting that asap :D (there are so few left undone, typical)
CortiWins
@CortiWins
I dont seem to get how to make UiCornerCut create just a border. And the corners are not really rounded, not more rounded than the UiLineRenderer, which is my current way to create a border.
anthonynigelbrown
@anthonynigelbrown
I have issues with UILineRenderer.cs ,
if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Count > 3) , if i have 3 points then i have no curve at. how do i fix this ?
Simon (Darkside) Jackson
@SimonDarksideJ
@anthonynigelbrown To draw a Bezier, you need a minimum of 4 points, two per anchor for each end of the line
Sorry for not getting back sooner @CortiWins , it's been a heck of a start to the year. I Will hopefully have some time soon. Working in healthcare IT really knocks you sideways in the current climate :S
CortiWins
@CortiWins
No problem @SimonDarksideJ , i solved my issue and dont have much to for Unity either, so its fine. Stay healthy ;-)
Kyokuaku
@Kyokuaku
getting a bunch of clashing with modern ui
p sure i just don't know what unity ui extensions is
image.png
i was trying to find a solution for dragging and dropping buttons between listviews
Kyokuaku
@Kyokuaku
Nevermind I'm silly
Tyler Singer-Clark
@tscizzle

Just bought the asset! However, in Unity version 2019.2.3f1 I'm seeing an error in the console that says

Assets/com.unity.uiextensions/Runtime/Scripts/Utilities/UIExtensionsInputManager.cs(8,19): error CS0234: The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)

and there are 3 others: another for InputSystem, one for ButtonControl, and another for KeyControl.

And then I can't see an "extensions" option in the GameObjects or Components menus, so as far as I can tell I'm unable to use this asset.

Any help?

Simon (Darkside) Jackson
@SimonDarksideJ
Hi, and thanks for the support.
I don't think I've tested in that specific version, but the elements relating to the new input system should be locked behind "'if UNITY_XXX" flags to prevent Unity seeing them
So likely Unity is not detecting these for whatever reason, although I had tested in 2018, 2019.1 and 2019.4
Simon (Darkside) Jackson
@SimonDarksideJ
Just double checked for Sanity and unless you have enabled the new Input System, those options shouldn't be enabled. I'm downloading that version to see what is going on. But I'd recommend upgrading to the LTS for 2019 if at all possible.
The latest version of 2019 is now 2019.4.20f1
Simon (Darkside) Jackson
@SimonDarksideJ
Yeah, there seems to be an issue with that version of Unity @tscizzle , if you need to work in that version, can you log an issue on the BitBucket site and I'll create some bespoke versions of those scripts for you.
Simon (Darkside) Jackson
@SimonDarksideJ
A quick request for those downloading and supporting the project through the asset store, if you are enjoying the project could you please drop us a review :D mainly due to the 1* review that was placed by one user for a single doc that was missing.
We have fixed that missing doc and added a load of content to support the accordion, but still, that 1* hurts ;(
amine hakmaoui
@eyticoo_twitter
Hi , is the Add item function from the autocomplete combobox disabled ?
Simon (Darkside) Jackson
@SimonDarksideJ
Not as far as I'm aware, what is the issue you're facing. Could you log an issue on the bitbucket page with replication steps please
amine hakmaoui
@eyticoo_twitter
it's all good now i was using an older version in which the additem function was between / /
Simon (Darkside) Jackson
@SimonDarksideJ
😉 Glad you resolved your issue. But raises a good point for the docs, to also include a min version flag against the api's. I'll look into it. Have fun with your project
Guillem
@GuillemGomis
Hi! I have a question about the license, is the extension free to use, even to commercialize (knowing there are the donations)?
CortiWins
@CortiWins
@GuillemGomis The License (Unity UI Extensions License (BSD3)) is based on BSD3 which allows commercial use.
If you use the components in a game (is that your plan?), it should be a simple thing. Put a reference in the list of licenses that are part of every software, often a file and a line in the credits. BSD has no copyLeft or sharedAlike so you are not forced to opensource either your game or the parts of the code that you may have changed. Obviously, sharing your improvements would be very welcome ;-)
btw. i am not a lawyer, so heres a grain of salt . .:.: :. .
Simon (Darkside) Jackson
@SimonDarksideJ
@CortiWins is correct @GuillemGomis, that is the intent of the license to be completely open and free without restriction. Donations are only there to help with support and upkeep of the project and will always be optional and never mandatory
Antti Kolehmainen
@antionio
Hi, I've been testing out UI Extensions and it seems really good! Thanks for making it available. Immediately I was into trying some more advanced stuff and I ran into a problem using FlowLayoutGroup in combination with Re-orderable list. Is this officially supported? I can drag elements between two FlowLayoutGroups, but the reordering of elements does not work, like it does with Horizontal or VerticalLayoutGroups.
I'm using GridLayoutGroup for now to get the reordering list working, but for my current use case I would really need the FlowLayoutGroup functionality too.
ashishswain-20
@ashishswain-20
Hi, needed a help for Vertical Scroll Snapping, the first page (index 0) starts at the bottom of the content. Is there anyway to reverse this so that the first page is at the top, and subsequent pages are below it?