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Forgive the stupid question here (I'm now just guessing and trying to be helpful), but have you tested console messages to make sure your if/else...
If you access the datum list on the table object directly, your syntax does work. I suspect your Datum d input arg here is dereferenced somehow...
The table engine uses a bunch of coroutines to do it's magic. Those get a bit squirrely when the object is deactivated and reactivated without...
Perhaps... I sent you a private message.
No, TablePro doesn't support input fields. You can get a reference to your cell and row gameobjects and maybe hack something in, but it would be...
The table just shows the contents of the C# list as you populate each row. If you are seeing random results, trying to completely reinitialize...
The table data is just populated from a standard C# list and we support various click events on cells and whatnot. A function like this would be...
Hrmm... I guess I'm not entirely sure how to help on this one without all your code (and I don't want that ;) ). I can for sure say that we've...
The columns auto-size to their content, but no, we don't support user interactivity to manually resize the columns via pointer drag.
Sure thing. Make this badboy 0. [ATTACH]
You could drill down into the GameObjects and insert that yourself while just using the asset to create the single 'placeholder'.
There is not an easy way to accomplish that. You would need to either dive deep into the source or walk the created GameObject tree and insert it...
We don't support arbitrary headers. For paging, TablePro just shows the data you give it, so we've implemented paging in an external UI widget...
There is some magic in coroutines that takes care of the table update stuff. If you disable/reenable a table you need to at least call...
I'd love to give you a different answer, but I'd say it's probably going to be problematic. It's definitely not something that's supported in the...
Regarding #1, yeah we support multi-select on entire rows or cells/rows. Its selectable from within the widget editor when you drop a table in...
Is this anything you could PM me a test project that reproduces the issue? I've not seen this behaviour.
Initialize your columns with the optional minWidth argument: this.table.ResetTable(); this.table.AddTextColumn("Column1",...
If you initialize your table with: this.table.Initialize(this.OnTableSelected); Then the OnTableSelected handler could be something like...
Are you using TMPRO text or Unity? I'd recommend using TMPRO and make sure you aren't manipulating the font properties anywhere else in your...