Search found 34 matches
- 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"...
- 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...
- 03 Apr 2018, 02:14
- Forum: General Discussion
- Replies: 1
- Views: 1265
No Polygon class??
Do I HAVE to use Path? Or is it under a different name?
- 27 Mar 2018, 12:45
- Forum: General Discussion
- Replies: 3
- Views: 1085
Re: IME doesn't work in Unity Windows build (2.1.0f1)
Done: https://www.noesisengine.com/bugs/view.php?id=1264This seems to be a limitation of the current implementation. Could you please report about it? Thanks
This is the first time I ever used the issue tracker, hopefully I didn't do something wrong ^_^
- 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...
- 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,...
- 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!
- 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...
- 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...
- 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 ...