Search found 34 matches
- 19 Jan 2021, 04:43
- Forum: General Discussion
- Replies: 2
- Views: 710
Re: What's the equivalent of DependencyPropertyDescriptor.AddValueChanged() ?
It will do, thanks! 👍
- 17 Jan 2021, 04:09
- Forum: General Discussion
- Replies: 2
- Views: 710
What's the equivalent of DependencyPropertyDescriptor.AddValueChanged() ?
I'm porting a library from WPF to Noesis, which requires other objects to be notified when property changes.
- 26 Sep 2019, 20:24
- Forum: General Discussion
- Replies: 2
- Views: 2842
Is it possible to use noesis for Unity editor UI?
I don't know how they did that, but apparently UIWidgets can be used both for in-game UI, and editor UI. https://camo.githubusercontent.com/85b99afd9947e9f4701c2342a145c9107965ab66/68747470733a2f2f636f6e6e6563742d7072642d63646e2e756e6974792e636f6d2f32303139303731382f702f696d616765732f653363396366396...
- 29 Jun 2019, 08:17
- Forum: General Discussion
- Replies: 3
- Views: 2554
Re: Unable to use Assembly Definition file with Noesis 2.2 in Unity 2019.1.7
Fixed by restart UnityHub.... wtf??🤣I am not sure if this is a bug in Unity, because NoesisViewEditor inherits from Editor, a ScriptableObject. So, with the same version of Unity, Noesis 2.2.3 doesn't work and Noesis 2.1.X works?
- 25 Jun 2019, 11:19
- Forum: General Discussion
- Replies: 2
- Views: 3209
Re: How to set/change font family and size globally in Unity?
As FontFamily and FontSize are properties that inherit down the tree you can set them in the root of the main xaml. If you don't explicitly set those properties in control styles, then the inherited value will apply and override the entire UI. To change the value depending on the language you can u...
- 25 Jun 2019, 11:05
- Forum: General Discussion
- Replies: 14
- Views: 2740
Re: Unity3D autogenerate .g.cs
Just one note: In 73 you wrote baseClassName != "ResourceDictionary" Though i can't see a reason to do it, i do believe it is possible to use a codebehind in ResourceDictionary. (Btw i have no clue what x:Modifier even is) What I means are x:ClassModifier and x:FieldModifier. ResourceDict...
- 25 Jun 2019, 06:51
- Forum: General Discussion
- Replies: 2
- Views: 2258
Re: Using NoesisGUI with ProGrid together cause (non-important) errors.
Done: https://www.noesisengine.com/bugs/view.php?id=1508It seems we are applying our postprocessor out of /Assets and we shouldn't.
Could you please file a ticket?
- 24 Jun 2019, 11:36
- Forum: General Discussion
- Replies: 2
- Views: 2258
Using NoesisGUI with ProGrid together cause (non-important) errors.
NoesisGUI 2.2.3 with Unity 2019.1.7. When ProGrid and NoesisGUI exist together, the following error happens: Read only asset Packages/com.unity.progrids/Font/Asap-Regular-ProGrids.asset has no meta file. UnityEditor.AssetDatabase:CreateAsset(Object, String) NoesisPostprocessor:ImportFont(String, Boo...
- 24 Jun 2019, 09:46
- Forum: General Discussion
- Replies: 14
- Views: 2740
Re: Unity3D autogenerate .g.cs
Ok this is my result: https://gist.github.com/horeaper/274914aeed366b966e93c530590319ce What's changed: 1. Bug fixes (obviously) 2. Changed the coding style (both source and generated) a little to fit my likings 😊 3. Changed the access modifer of the generated fields to "internal", which i...
- 24 Jun 2019, 09:18
- Forum: General Discussion
- Replies: 14
- Views: 2740
Re: Unity3D autogenerate .g.cs
The feature "Skip if x:Class does not exist" doesn't work properly. For example, parse NocturnalStyle.xaml (theme provided in noesis native SDK) will cause a .g.xaml get generated, which causes compile error. It's a ResourceDictionary so it doesn't have "FindName" method. Also th...