Juna
Juna
As mentioned earlier, these examples are part of the deprecated C# backends and aren't actively maintained. The current, supported path is via Hexa.NET.ImGui.Backends (for example ExampleSDL3OpenGL or ExampleGLFWD3D11). The compiler...
And it's also generally advised to not use the examples in master branch head and always checkout the rolling release git tag, because master can have changes that are not...
Hi, why do you need to port it, like it supports netstandard2.1/2.0 that should be enough to get it running in Unity. Or do i miss something?
I will look into it after i recover from my cold and other important irl stuff.
You can download the pre-build libs from Github actions (in this repo) https://github.com/HexaEngine/Hexa.NET.ImGui/actions/workflows/cimgui-cmake.yml Or from here (if the artifacts already expired) https://github.com/HexaEngine/Hexa.NET.ImGui/tree/master/native And what do you mean with "direct bindings"...
Did you build cimgui in release or debug profile? (because the pre-build ones are build in release profile) About the native overloads, they are present:  Yeah i know the...
You could also join my discord if you want, i usually reply faster there compared to GitHub issues. (see Readme for link)
Hi, thanks for the suggestion! I’ve added the implicit operators, along with a few additions for ```void*``` and ```nuint```. It will be published on NuGet together with #43 once I’m...
Hi, the c# imgui backends are deprecated anyway, use the native backends from the Hexa.NET.ImGui.Backends package
Do you get an exception or a trim warning? Because the static analyzers for aot don't report anything. And i think i tested it with my UI Framework a while...