Gil Reis
Gil Reis
> If it is OK for you, @gilzoide, I could integrate the floating windows in the PR 20 . Well, sure! > but I'm not sure how to close it....
Hi @gemiware. That's right, this plugin is Godot 3.X only, since it relies on GDNative + PluginScript. It's gonna take almost a full rewrite to support Godot 4 + GDExtension,...
Unfortunately no, not yet. I don't know why I skipped it, but it's not hard to implement. I'll keep you posted.
Hi @IvanMurzak, thanks for the report. I've never had this problem, so weird =S Does the problem occur only in the Unity Editor or the Safe Area gets ignored in...
Thanks for the insights! Maybe the problem is with the usage of nested Canvases. Try something for me, please: instead of using the parent Canvas directly, get the root Canvas...
Hey @IvanMurzak. So, I was testing here with your "manual actions" and wasn't able to reproduce the issue. I used a `Screen Space - Camera` Canvas with a subcanvas, then...
So, something else I just realized is that hovering the Editor button calls `LayoutRebuilder.ForceRebuildLayoutImmediate` while the runtime uses `LayoutRebuilder.MarkLayoutForRebuild`. I have to say, I see no reason why marking layout...
Hey @IvanMurzak , I've made some changes to the package that might fix your problem. Please try out the version at tag 1.0.2 and tell me if it works. You...
Current GDNative documentation is not the best, but the demos linked in the docs, like [this one](https://github.com/godotengine/gdnative-demos/tree/master/c/simple), are pretty good. I will create another repository with a full working example...
I have created the [example project repository](https://github.com/gilzoide/high-level-gdnative-example). It still needs more information, more testing (mainly on Windows platform), support for other platforms (OSX, Android, iOS), NativeScript examples... But it's a...