FairyGUI-unity
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A flexible UI framework for Unity
目前在GitHub上貌似只能下载带案例的工程,没有纯净的只含有sdk的工程。自己去删案例什么的,比较麻烦,而且还不知道会不会错删,漏删等等
尝试增加了对GLoader3D加载Spine的异步支持 UI中Spine的常用操作测试: 界面中放置一个spine,直接播放√ 控制spine播放/循环√ 控制spine动画名/皮肤√ 加载为别的spine√ 由于是异步加载,GLoader3D中虽然暴露了spineAnimation,但不应直接对其操作,修改播放/循环/动画名/皮肤等,都应操作GLoader3D中的对应属性
目前unity Addressables 资源加载都在模糊ab的概念 不少unity框架ab对上层来说也是黑盒 包装成需要什么资源异步加载什么资源的模型 而目前fgui挂载package虽然有自定义加载接口但是是同步的方式这就导致类似addressables的加载模型无法正常加载资源 因此增加异步挂载package的方法 望采纳
It seems nice to be able to traverse inside GLoader component hierarchy. But not 100% sure if this is valid approach.
I'm doing my own screen transition setup so I need to manually control which components are present. In my setup first I do `GRoot.inst.SetContentScaleFactor(300, 500, UIContentScaler.ScreenMatchMode.MatchWidthOrHeight);` to set correct proportions....
Do you can to compile a Linux versión? or Is it Possible?
Having an example for the external editor would be very useful even before having a translated guide.
The title is pretty much self-explanatory. This feels like an amazing solution for UI authoring but Non-Chinese speaking folks like myself are struggling to understand how it works. Please translate...
http://answers.unity.com/answers/244170/view.html With the scene asset reference, you can use the AssetDatabase object to get path information, and manually add the scene data to the build settings list of scenes. ```...