Sprite - Icons with text (e.g. emoticons)
Hi, it seems that one feature we use from NGUI is missing: To have special markup in the font gets replaced by custom icons. We use this to display things like resource symbols in tooltip flow-text...
View ArticleGames entirely made in Unity UI - bad idea?
I have some ideas for some pretty simple 2D puzzle games and it occurs to me that it might make sense to treat all the game elements entirely as UI objects and not use 2D Sprite objects at all. Is this...
View ArticleMake the Canvas Scaler match width AND height.
Consider you have a game that you want to just stretch along aspect ratios and resolutions to have utmost control on what the player sees, and you opt to fix the ratio with Camera.aspect insead of...
View ArticleAbility to add enum argument to button functions
A feature I would love to see is for buttons to be able to call functions with an enum type argument for instance... Code (csharp): public enum type { fire, water } public void SetType(type t) {...
View ArticleBaseMeshEffect Fluctuations
With Unity 5.2p1, the API for BaseMeshEffect has changed yet again, this time requiring us to implement Code (csharp): public abstract void ModifyMesh (VertexHelper vh); The previous method that took a...
View ArticleCustomizing the Network Manager default UI
I would like to find a way on how to customize a default Unity component. When I see this, I thought this may be using an old UI system. I figured I could try migrating to the new UI system by...
View ArticleHave UI Control take keyboard focus.
How would one go about having a custom selectable receive keyboard input? Just like InputFields, they get keyboard focus and read keyboard input. Is this easy to accomplish?
View ArticleNew empty project causing Mac Mini's fan to get loud
I've been having problems with the fan getting really loud with my game. I thought the issue was that my game uses a lot of UI elements, but I thought I'd test an empty scene just incase and even...
View ArticleDisable the canvas component to save draw calls
Hi, we need a little pause menu with a few buttons in our game without any draw call if the menu is not visible. So we disable the canvas component and enable it if the player press the start button....
View ArticleJiggle GUITEXT per character
I know this doesn't work but how can I jiggle/offset each character in a string for GUITEXT? Code (CSharp): for (int i = 0, l = achievementMessage.Length-1; i < l; i++) {...
View Article[SOLVED] new uGUI and Too Many Draw Calls
Update: The conclusion is that the default UI sprites shipped with Unity didn't use packing tags. Use your own sprites and draw call is not an issue. Now you don't have to read this thread. Trying out...
View ArticleComplex scrolling menu setup
Hello, I got quite complicated question and don't know how to make the structure correctly. So, I got an UI elements container with VerticalLayoutGroup (ChildForceExpand - width). The container got...
View ArticleAny tips on how to place your anchors and pivots so the UI element can scale...
Do you have UI elements that scaled nicely across multiple screen resolution sizes? If yes, how do you place your anchors, pivots, and your boundaries of your UI element? Placing, as in, how would you...
View ArticleHow do you keep the button pressed down and stay selected after the user...
I am looking around to see how I can achieve this. You know the Toggles have Toggle Group that, when 1 Toggle is selected, all the other Toggles is unchecked. I would like to have the same ability with...
View ArticleDisable MouseLook w/ Keyboard to use UI
Newbie here. Using default First Person Controller prefab. Whenever I move my mouse over to the screen-space UI, the camera obviously moves. I want to use a keyboard toggle to turn MouseLook off and on...
View ArticleUsing a slider to change an object's transform
I would like to use a slider in the UI to change the transform of an object - either the rotation or location. It appears that those values are not exposed in a way that I can select them when setting...
View Article[5.2.1] Images with source image set to NONE reneder with random texture
Hello, I updated to Unity 5.2.1 today and all my UI Images that I used with NONE in the source image render with a random texture from our project when I play the scene (is the same texture every...
View Article[5.2.1] Scripting complete EventTriggers
Hello there I seem to be having a slight trouble scripting EventTriggers... By that I mean I am able to pass the Entry with BaseEventData callback, but that callback does't appear in the list of the...
View ArticleBut? I'm pretty sure panels without images shouldn't be displaying this
Too new here to report a bug, but I think this might be one (check out the weird 'matrix' text in the bottom corner of the panel) Panel settings: I'm using Unity 5.2.1f1
View ArticleUnity UI Extensions collection V1.0.0.1 released
Just release V1.0.0.1 of the Unity UI Extensions collection, with many of the scripts from the "Useful Scripts collection" post and lots of others. All tidied, cleaned and unified in to one huge...
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