Search found 34 matches

by horeaper
14 May 2018, 11:09
Forum: General Discussion
Replies: 1
Views: 747

Slash in ResourceDictionary Key not recognized

Giving one ResourceDictionary: <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:sys="clr-namespace:System;assembly=mscorlib"> <sys:String x:Key="LoginScreen/Guest"...
by horeaper
13 May 2018, 17:09
Forum: General Discussion
Replies: 4
Views: 1671

Static members not supported??

Trying to bind a static property with: <Button Content="{x:Static loginScreen:Guest.Text}" Click="ButtonGuest_OnClick" /> Result in exception: NoesisException: Assets/Xaml/LoginWindow.xaml(63): Static members not supported. Can't use 'TextResources.LoginScreen.Guest.Text'. Is thi...
by horeaper
03 Apr 2018, 02:14
Forum: General Discussion
Replies: 1
Views: 1265

No Polygon class??

ScreenShot 20180403080352.png
ScreenShot 20180403080352.png (4.28 KiB) Viewed 1265 times
Do I HAVE to use Path? Or is it under a different name?
by horeaper
27 Mar 2018, 12:45
Forum: General Discussion
Replies: 3
Views: 1085

Re: IME doesn't work in Unity Windows build (2.1.0f1)

This seems to be a limitation of the current implementation. Could you please report about it? Thanks
Done: https://www.noesisengine.com/bugs/view.php?id=1264

This is the first time I ever used the issue tracker, hopefully I didn't do something wrong ^_^
by horeaper
25 Mar 2018, 06:30
Forum: General Discussion
Replies: 3
Views: 1085

IME doesn't work in Unity Windows build (2.1.0f1)

Typing chinese/japanese characters using IME inside TextBox doesn't work with Windows build, both in editor and build result. It feels like keystrokes get send directly to TextBox, IME doesn't get a chance to process them. However the Login sample from native SDK works fine, as this screenshot shows...
by horeaper
12 Dec 2017, 08:27
Forum: General Discussion
Replies: 5
Views: 1835

Re: Unity - Is there any way to change the default texture provider?

The crunch requires DXT/ETC which losts too much detail for 2D UI elements, and it's unacceptable for us. I think we have to keep doing our way until Unity supports some form of loseless, or near lossless RGBA compression (like the 90% quality WebP we are using). But according to one blog's comment,...
by horeaper
09 Dec 2017, 09:07
Forum: General Discussion
Replies: 3
Views: 1744

Re: Unity - Does Noesis support something like "Reference Resolution"?

Thanks for the demo! I was able to recreate the "Expand" effect, by binding the ViewBox's content's Width/Height to a value which I update in the SizeChanged event, and it works! :D
by horeaper
09 Dec 2017, 09:03
Forum: General Discussion
Replies: 5
Views: 1835

Re: Unity - Is there any way to change the default texture provider?

Our game (which is an UI heavy game) contains tens of thousands 2D image resources. Storing them in WebP could help reducing the generated package size by A LOT. Currently out approach are "Load from Resource -> Decode using WebP library -> BitmapSource.Create() -> Set to Image.Source", al...
by horeaper
08 Dec 2017, 05:21
Forum: General Discussion
Replies: 5
Views: 1835

Unity - Is there any way to change the default texture provider?

My group uses WebP for 2D UI resources (since on 90% quality it's a lot smaller than PNG and offers great image quality), so I want to bypass the buildin texture loader, and provide a custom one . I've been digging the Noesis source in unity for a while, but still havn't get my head around it. Looks...
by horeaper
07 Dec 2017, 06:03
Forum: General Discussion
Replies: 3
Views: 1744

Unity - Does Noesis support something like "Reference Resolution"?

Is there any way to let noesis uses a "reference resolution", instead the native res, like this setting from Unity UI: http://content.screencast.com/users/horeaper/folders/Default/media/aa700ee3-74ab-48be-9bdd-33f58ea8adaf/CanvasSetting.png 1280x720, with "Expand" match mode. Or ...