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AltGUI + AltSketch - Just Draw It! New powerful features for the Unity UI (uGUI) & NGUI

Discussion in 'Assets and Asset Store' started by AltSoftLab, Jun 13, 2015.

  1. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    193

    Hi Unity Community!

    AltSoftLab Team is pleased to present our AltGUI Framework based (and included in AltGUI SDK) on the AltSketch Vector Graphics Library with integrations into new Unity UI & NGUI as independent powerful controls. So now you can forget about font atlases, vertex and texture buffers and too much complicated mathematics! Just Draw your controls with pens & brushes! Make control updates (redrawing) only when it's realy needs (not every frame)! Use a wide variety of powerful libraries (HTML, SVG, Chart/Plot, advanced Text Editors, interactive GIS with trackings, Geometry Transformations, etc.) that already exists in AltGUI SDK & create/port the new ones. And the one of the main features of AltGUI is: you can create AltGUI Control once and use it without any modifications and adaptations in new Unity UI & NGUI! All AltGUI functionality can be used in new Unity UI & NGUI without any modifications. Also you can create and test AltGUI controls without Unity Editor as separate application (because AltGUI Core is not depends on any integration and backend UI) and then use it in Unity. And of course you can use AltNETType (our port to .NET of FreeType font engine - you can no more to care about native FreeType libraries on different platforms) dirrectly on the fly creating all characters of TrueType fonts of any language and any glyph variety; native formats image load/save and transform operations; ZIP-ed virtual file storage; and many more other features. Please look down into more details.

    AltGUI SDK requires Unity 4.6 or higher (of course Unity 5.X supported)

    AltGUI Demo contains hundreds of examples of AltGUI & AltSketch in different ways of uses. There are several Unity Web Demos on AltSoftLab representing AltGUI features:
    • AltGUI Unity UI Integration Web Demo
    • AltGUI NGUI Integration Web Demo
    • AltGUI Native Web Demo
    Some screenshots are represented below. Look more in AltSoftLab Screenshots Gallery

    AltGUI Full SDK is available on AltSoftLab. AltGUI Unity SDK is available on Unity Asset Store. Unity SDK is a subset of Full SDK, but has the same pricing. AltGUI Full SDK is available on private GitHub and can be upgraded more often and quickly (not requires Unity Asset Review). If you prefer to have not only Unity Integration or you want to use AltGUI SDK directly (not as Unity application) on Silverlight, Mobile platforms, another graphics engines or just in target .NET 4.0, it’s recommended to buy AltGUI Full SDK. Please look more into differences of Unity and Full SDK on AltSoftLab. Developers who alredy have AltSketch SDK can upgrade licenses to AltGUI Full SDK on AltSoftLab.

    Read more about Full SDK & Unity SDK comparision on AltSoftLab. AltGUI Unity SDK on Unity Asset Store:
    • Indie License (for Indie developers only): includes source code of Demo and integration(-s); AltGUI Extensions as binaries; AltOS & AltOS AltNAME-applications as binaries (coming soon) - https://www.assetstore.unity3d.com/en/#!/content/38638
    • Indie Advanced [available on AltSoftLab, pending review on Unity Asset Store] (for Indie developers and small Indie Groups - 2-3 developers - just 1 license per team): includes source code of Demo & integration(-s) & AltGUI Extensions; source code of AltOS (coming soon); AltOS AltNAME-applications as binaries (coming soon)
    • Professional License (for Professional developers and Commercial Organizations): includes source code of Demo & integration(-s) & AltGUI Extensions; source code of AltOS (coming soon); source code of Advanced Tools and AltOS AltNAME-applications (coming soon) - https://www.assetstore.unity3d.com/en/#!/content/38641

    AltGUI & AltSketch DESCRIPTION:

    AltGUI & AltSketch are pure C# CLS compliant 100% managed .NET 2.0 Subset (PCL .NET 4.0 version of assemblies are available only in AltGUI Full SDK), without unsafe blocks GUI Framework and Vector Graphics Library with Software and Hardware Render Backends for Games, Scientific Applications & other uses of Computer Graphics. All core functionality collected in two lightweight libraries AltSketch.dll and AltGUI.dll. It depends only on System assembly and has own Alt.Data & Alt.Xml multiplatform realizations.

    AltSketch has System.Drawing (GDI+) like program interface and Software & Hardware Render Backends (solid and texure AA visual data triangulation), contains a subsystem AltNETType - port of wonderful font rendering library Freetype (not need any predefined font atlases with limited chars amount/size/style) and subsystem AltNETImage for Image manipulations (loading, saving, transformations). With AltSketch you can load any fonts or images in a popular graphic formats on the fly just from files, streams, buffers, etc. Using AltSketch you can draw Graphics with Brushes and Pens like you do it with any drawing library. As AltSketch has several integrations with most popular GUI systems and Mobile platforms, you can develop and test a drawing part of your 3D application/game as independent program, and then easy integrate it into your main solution. It is flexible and useful development method in case of main project bulking and test complexity, or useful for team development process.

    AltSketch Unity Hardware Backend uses only very simple Unity API (not requires FSAA for anti-aliasing, no special shaders, etc.). Also Software Render (used by default) absolutely multiplatform and doesn't depend on any Unity API.

    AltGUI has a Virtual File System support with Zip containers for resources loading. All AltGUI functionality & extensions works via VirtualFS and all resources can be loaded as from real file system, so from Zip containers (from files or memory streams).

    AltGUI – Unity UI & NGUI integrated Professional GUI Framework with Windows Forms like API and hundreds of controls. With AltGUI you can develop, use and distribute controls for Unity UI and NGUI (and native AltGUI and AltOS) applications without any differences per each GUI (yours receivers just must have AltGUI SDK). With AltGUI you no more need any specific not flexible and hard coded operations with vertex and texture buffers/objects – just draw your controls with pens, brushes, fonts, boolean geometries, etc. with the single API like it processed with System.Drawing (GDI+) in Windows Forms or draw funcs and shapes in WPF. AltGUI can be used directly without any other GUI (useful in developing process). AltGUI controls can be used in Unity UI or NGUI like Windows Forms controls can be used in WPF or WPF controls can be used in Windows Forms. Using AltGUI you can create professional applications with powerful UI.

    Because AltGUI has Windows.Forms like API and functionality (in conjunction with AltSketch that is similar to System.Drawing GDI+) it's easy to understand it and port to AltGUI a wide variety of useful libraries and solutions.

    AltGUI SDK includes wide variety of extensions: ported to AltGUI popular libraries (GUI, Plot, GIS, Computer Science, Physics, Graphics etc.):
    • HTML Renderer
    • ICSharpCode TextEditor
    • SVG.NET
    • GMap.NET
    • NPlot
    • OxyPlot
    • PieChart
    • ZedGraph
    • PDFsharp
    • Box2D
    • Farseer Physics
    • AForge.NET
    • Gwen GUI
    • etc.

    HOW TO:

    Okay, do you want to know how it's possible to create AltGUI controls usable for Unity UI and NGUI and so on? Let's go.

    Unity UI & NGUI have 2 major UI elements:
    • AltSketch Paint
    • AltGUI Control Host
    AltSketch Paint is the base drawing visual control. It makes all for the drawing process and can be used dirrectly as separated UI Element. There are 2 major parameters for it:
    • Max FPS - defines maximum refresh calls per second. For invalidating AltSketch Paint you must to call its function Invalidate(). Without this call AltSketch Paint will redraw only on start or when it resized. But if you call Invalidate() on every Update, it will redraw self no more then MaxFPS times per second. So you can call Invalidate so often, as you want - it invalidates not often than MaxFPS times per second. It's useful for the most UI controls, because it's state changes not so often, but can contain many drawing operations. By default we set this parapeter to 60 fps (just the middle of 30 and 120). You can change it to any other value per control.

      [​IMG]

    • Render Type - Software or Hardware. As you could understand we use buffered graphics for controls. You can draw any compound graphics with just 1 draw call per frame. All control render makes to a Texture. In Unity AltSketch can render in 2 ways: Software rendering to Texture2D using AltSketch powerful and fast internal Software render, or Hardware rendering to RenderTexture. Software Render in many cases faster than HW (because it’s no reason of triangulation and other addition procedures). Also no HW Draw Calls used. So SW render used by default for controls. You can change it in the Object Inspector per control. Also you can change it on the fly.
    You can attach script to AltSketch Paint control and connect to onPaint event to process painting process. In Update func of script you can call Invalidate() func of AltPaint when you need to redraw your AltSketch Paint element. In the AltGUI SDK look at AltSketch Paint example - it's very simple.

    The second major element is AltGUI Control Host. It uses AltSketch Paint for render itself and can process the most variety of UI events (keyboard, pointer, etc.). And it serves as host for AltGUI controls. The main property of this control is 'Child'. You can put AltGUI Control Host control to the scene, attach script that creates AltGUI control and set its instance to AltGUI Control Host 'Child' property. AltGUI control don't know anything about AltGUI Control Host, but can live in it usefully receiving all events.

    Code (CSharp):
    1. public class MyScript : MonoBehaviour
    2. {
    3.     void Start ()
    4.     {
    5.         gameObject.GetComponent<AltGUIControlHost>().Child = new MyAltGUIControl();
    6.     }
    7. }
    In the above sample code we we created an instance of custom MyAltGUIControl. Of course you can create an instance of any other AltGUI control (TreeView, ListVew, RichTextBox, etc.).

    Another way is to create Unity UI or NGUI control is to derive it from AltGUI Control Host and initialize 'Child' property in Start() function of it. Also you can add some cross-calls and Unity Editor properties to it to make this UI control more professional and useful. AltGUI SDK contains several such controls ready to use dirrectly in Unity UI & NGUI (menu structure equals for the Unity UI & NGUI):

    [​IMG]

    So we already know all about host controls for the both UI systems. The last thing we must to do is just to create a new AltGUI control. It's very easy:

    Code (CSharp):
    1.     public class MyAltGUIControl : Alt.GUI.UserControl // or can be derived from Alt.GUI.Control
    2.     {
    3.         public MyControl()
    4.         {
    5.             //  your code
    6.         }
    7.  
    8.         protected override void OnPaint(Alt.GUI.PaintEventArgs e)
    9.         {
    10.             base.OnPaint(e);
    11.  
    12.             //  your code
    13.         }
    14.  
    15.         protected override void OnPaintBackground(Alt.GUI.PaintEventArgs pevent)
    16.         ...
    17.         protected override void OnResize(Alt.GUI.ResizeEventArgs e)
    18.         ...
    19.         protected override void OnKeyDown(Alt.GUI.KeyEventArgs e)
    20.         ...
    21.         protected override void OnKeyUp(Alt.GUI.KeyEventArgs e)
    22.         ...
    23.         protected override void OnKeyPress(Alt.GUI.KeyPressEventArgs e)
    24.         ...
    25.         protected override void OnMouseDown(Alt.GUI.MouseEventArgs e)
    26.         ...
    27.         protected override void OnMouseUp(Alt.GUI.MouseEventArgs e)
    28.         ...
    29.         protected override void OnMouseMove(Alt.GUI.MouseEventArgs e)
    30.         ...
    31.         protected override void OnMouseWheel(Alt.GUI.MouseEventArgs e)
    32.         ...
    33.         protected override void OnMouseClick(Alt.GUI.MouseEventArgs e)
    34.         ...
    35.         protected override void OnMouseDoubleClick(Alt.GUI.MouseEventArgs e)
    36.         ...
    37.         protected override void OnMouseEnter(System.EventArgs e)
    38.         ...
    39.         protected override void OnMouseLeave(System.EventArgs e)
    40.         ...
    41.         protected override void OnMouseHover(System.EventArgs e)
    42.         ...
    43.  
    44.         //  And hundreds additional event overrides...
    45.     }
    In addition to overrides of event hadlers AltGUI cotrols contain events in the same notation:
    Code (CSharp):
    1.  
    2.         Alt.GUI.PaintEventHandler Paint;
    3.         ...
    4.         Alt.GUI.KeyEventHandler KeyDown;
    5.         ...
    6.         Alt.GUI.MouseEventHandler MouseDown;
    7.         ...
    Almost all properties/events/functions of each AltGUI control is <summary> documented and can be viewed by intellisense or Assembly View. All functionality and API is like Windows.Forms controls, so it's easy to understand it's work.

    Let's try AltGUI and enjoy it! ;)


    ANNOUNCE:

    AltGUI has a wide variety native controls (Docking Windows, Menus, Advanced Editors, Lists, Trees, Data & Property Grids, Buttons, Tabs, File/Font/Color/Other Dialogs, etc.), Data bindings, hundreds of properties, events and funcs. All AltGUI controls can have HTML4/CSS2 backround. XAML, Animations, View Models, and pther functionality is under develop. Any AltGUI control can be used in Unity UI & NGUI.

    All that will be demonstrated soon in new demo with new AltGUI tool AltOS. AltOS is an like Virtual Environment for AltGUI native applications like SilverOS but more functional and flexible. All AltGUI applications working in AltOS in cooperative multitasking - all AltGUI applications working in one thread. Preemptive multitasking (each app working in its own thread) is in the roadmap.

    Also the most amazing AltGUI tool is AltStudio! It's the first developing tool based on absolutely Virtual GUI. AltStudio will be integrated into Unity Editor and will have a powerful Designer Tools for AltGUI and source code editor. And it's coming soon too with new AltGUI examples and applications!

    And of course AltOS and AltStudio tools will be the part of AltGUI SDK.

    So let’s make the Unity World better!


    AltSketch demonstration video (all features are available in AltGUI Controls and represented in Demo):


    Some screenshots are represented below. Look more in AltSoftLab Screenshots Gallery

    AltGUI Unity NGUI Integration - Vector Text Double Path Transform
    [​IMG]

    AltGUI Unity UI Integration - HTML Panel
    [​IMG]

    AltGUI Unity NGUI Integration - GMap
    [​IMG]

    AltGUI Unity UI Integration - ICSharpCode TextEditor
    [​IMG]

    AltGUI Unity NGUI Integration - NPlot
    [​IMG]

    AltGUI Unity UI Integration - OxyPlot
    [​IMG]

    AltGUI Unity NGUI Integration - 3D Pie Chart
    [​IMG]

    AltGUI Unity UI Integration - SVG
    [​IMG]

    AltGUI Unity NGUI Integration - QuickFont
    [​IMG]

    AltGUI Unity UI Integration - Geometry Sin Transform
    [​IMG]

    AltGUI Unity NGUI Integration - Farseer Physics
    [​IMG]

    AltGUI Unity UI Integration - Geometry Boolean Operations
    [​IMG]
     
    Last edited: Jun 19, 2015
    Arisha likes this.
  2. rocki

    rocki

    Joined:
    Aug 10, 2012
    Posts:
    1,291
    Is there a way I can test this on an Iphone 4 ?
     
  3. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    193
    Hi rocki,

    Except of AltGUI Web Demos on AltSoftLab we haven't any trials and binary demos at this time. But we'll think about it in the future.

    Johnny,
    AltSoftLab Team
     
    Last edited: Jun 13, 2015
  4. rocki

    rocki

    Joined:
    Aug 10, 2012
    Posts:
    1,291
    Could you somehow put a watermark on a demo package? This way people can at least try it on various mobile devices to help you test the product. This way you don't have to buy every device to test.
     
  5. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    193
    Hi rocki,

    Thanks for your good suggestion. We’ll do so in the near future. It needs to make some changes to demo presentation to correctly look on small display size devices (rearrange controls, some logic, etc.). But before it we must finish some steps on roadmap. For now we are concentrating on the next main processes:
    1. AltGUI Demo completely port from Gwen to AltGUI
    2. AltOS base - a minimum functionality to run an AltGUI application
    3. AltStudio base - a minimum functionality to create and build AltGUI applications + integration with Unity Editor
    4. AltGUI Windows Forms backend. As AltGUI in most cases has like WinForms API, and WinForms can run on the most of PC Standalone platforms (MS NET & Mono), so it's good to use WinForms as window container backend. The next step will be GTK#
    5. Porting AltSketch SDK integrations to AltGUI SDK (OpenTK, OGRE, Axiom, Irrlicht, SDL, Mobile platforms native integrations, etc. Google Native Client is in plan also)
    6. Documentation creation (tons of classes, funcs, features and manuals)
    7. ... (maybe some other necessary procedures)
    You can inspect the more complete roadmap on AltSoftLab, but it’s also just the main top level contents.

    Johnny,
    AltSoftLab Team
     
  6. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    193
    Hi developers,

    On the last week we solved iOS building both for MONO & IL2CPP scripting backend compilation of AltGUI SDK except for GMap.NET AltGUI Extension. GMap.NET building for iOS is still has an unknown error because of limited Unity compilation process diagnostics. We'll try to solve this issue for a day or two and then modified packages will be asap released (AltGUI Full SDK on AltSoftLab immediately).

    AltSoftLab Team
     
  7. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    193
    Hi developers,

    The final news of this week are:
    1. AltGUI iOS building issues was solved for the full SDK. So AltGUI SDK now fully supports iOS builds in any configuration (MONO & IL2CPP scripting backend compilation).
    2. AltGUI Complex Demo some restructured to use more AltGUI controls, not Gwen. We are on the way to exclude Gwen and concentrate only on AltGUI.
    3. AltGUI SDK is not just a GUI and/or GUI extensions. It's a framework. So many more features & tools will come with AltGUI SDK in the nearest future. Why it's possible to create something easy with AltGUI? Because of many things: widely used API (extended Windows.Forms like API for GUI and extended System.Drawing like API for AltSketch - rendering part of AltGUI - you can not to think about how to draw something, just think about what you want to draw - in another words - Just Draw It!), too many open sourced useful tools in the world that can be ported to AltGUI/AltSketch and successfully used, some already ported and ready to use tools, many useful features - some of them not exists anywhere in the word except of AltGUI SDK (for example pure C# FreeType implementation), etc. and etc. So first of all we are pleased to announce some Unity Editor tools (a little steps on the way to AltStudio - a complex of AltGUI developing tools):
    • Source Inspector - based on widely used text editor ICSharpCode.TextEditor (you can see it preview in the Demo) and integrated to Unity Editor to view and edit scripts, shaders, text files, etc.
    • Font Inspector - shows font description and previews in several font sizes
    All these features and tools will be released the next week as part of AltGUI Asset. Please follow the news

    ICSharpCode TextEditor preview in Demo
    [​IMG]
     
    Last edited: Jun 19, 2015
    Arisha likes this.
  8. Arisha

    Arisha

    Joined:
    Jun 13, 2014
    Posts:
    19
    Sounds good. Is the editor(-s) will be integrated to Unity Editor tool windows like Script Inspector or just will look like on the screenshot in the last message?
     
  9. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    193
    Hi,

    Thanks for interest. Of course editors will be presented as Unity Editor tool windows. But just as containers. Also it will have a more flexible behaviour, features amount and special look. We have plans to create a wide variety of useful common use and AltGUI relating Unity Editor extensions under the title AltStudio. It coming soon and will be interesting!
     
    Arisha likes this.
  10. AltSoftLab

    AltSoftLab

    Joined:
    Jul 25, 2014
    Posts:
    193
    HTML/CSS View & MigraDoc – easy to create Professional Look Views/Reports with PDF & RTF export

    Already available on AltSoftLab. HTML Renderer & PdfSharp already in Asset Store, other features coming soon. Look at AltGUI SDK forum main thread


    Hi developers,

    In this topic we present the 3 features of AltGUI SDK that allows you to easy create professional Views/Reports and export these content to PDF or RTF files (to memory streams or dirrectly to file system). Also you can operate with PDF files in different ways: create, modify, concat, divide, etc. All these features available both for new Unity UI (uGUI) and NGUI developers. Just use it as any other visual controls. Also these features can be used without any GUI.

    These 3 features are:
    • HTML Renderer
    • PDFSharp
    • MigraDoc
    Let's view some dipper on these fine tools that was ported and adapted to AltGUI SDK.

    HTML Renderer

    HTML Renderer is a multipurpose and high performance HTML interactive solution that provides text selection, link clicked events, scrolling, auto layout, PDF export, etc.

    Features and Benefits
    • Extensive HTML 4.01 and CSS level 2 specifications support
    • Support separating CSS from HTML by loading stylesheet code separately
    • Support text selection, copy-paste and context menu
    • AltGUI controls: HtmlPanel, HtmlLabel and HtmlToolTip
    • Create images/PDFs from HTML snippets
    • Handles "real world" malformed HTML, it doesn't have to be XHTML
    • 100% managed code and no external dependencies
    • High performance and low memory footprint
    • Extendable and configurable

    AltGUI controls
    • HtmlPanel - The full power of HTML control build to replace WebBrowser control, accepts HTML, text selection, scrollbars, link click intercept, image load intercept and much more
    • HtmlLabel - As AltGUI label but accepts HTML, text selection, auto-size capabilities, transparent background and more
    • HtmlToolTip - As AltGUI ToolTip control but accepts HTML and ability to handle links

    Possible application's
    • Render HTML content generated by rich web editors like forums, blogs, etc.
    • Render Office documents converted to HTML
    • Create UI that requires text selection with clipboard support
    • Create images from HTML code snippets (Image generation)
    • Create PDF document from HTML code snippets
    You can play with HTML Renderer on AltSoftLab with Web Demo
    Also please look at screenshots at the bottom of this topic or on AltSoftLab Screenshots Gallery

    PDFSharp

    PDFsharp is a widely used.NET library for processing PDF file. You create PDF pages using drawing routines known from AltSketch. Almost anything that can be done with AltSketch will also work with PDFsharp. Only basic text layout is supported by PDFsharp, and page breaks are not created automatically. The same drawing routines can be used for screen or PDF.
    The same drawing routines can be used to create PDF documents or draw on the screen. It includes support for Unicode in PDF files.

    Key Features
    • Creates PDF documents on the fly from any .NET language
    • Easy to understand object model to compose documents
    • Modify, merge, and split existing PDF files
    • Images with transparency (color mask, monochrome mask, alpha mask)
    • Newly designed from scratch and written entirely in C#
    • The graphical classes go well with .NET
    See the PDFsharp Features for further information.

    MigraDoc

    MigraDoc is a document generator. It supports almost anything you find in any good word processor. You just add paragraphs, tables, charts, arrange all this in sections, use bookmarks to create links, tables of contents, indexes, etc. MigraDoc will do the layout creating page breaks as needed. MigraDoc will create PDF, XPS, or RTF documents.

    Key Features
    • Create perfect documents “on the fly”
    • Import data from various sources via XML files or direct interfaces (any data source that can be used with .NET)
    • Supports different output formats (PDF, Word, HTML, any printer supported by Windows)
    • Integrates easily with existing applications and systems
    • Various options for page layout, text formatting, and document design
    • Dynamic tables and business charts
    • Re-usable building blocks consisting of text and / or code
    • Documents with navigation (hyperlinks and / or bookmarks)
    See the MigraDoc Features for further information.

    Use PDFsharp or MigraDoc?
    • Use PDFsharp if you want to create PDF files only, but be able to control every pixel and every line that is drawn
    • Use MigraDoc if you need documents as PDF and RTF files and if you want to enjoy the comfort of a word processor
    Mixing PDFsharp and MigraDoc

    If MigraDoc does almost anything you need, then you can use MigraDoc to create PDF files and post-process them with PDFsharp to add some extra features.
    Or use PDFsharp to create the document but use MigraDoc to create individual pages. This could be the best choice if your application uses lots of graphics, but also needs some layouted text.
    See the Mix MigraDoc and PDFsharp sample how to do this.

    This pack already fully available on AltSoftLab. HTML Renderer & PdfSharp already in Asset Store, other features coming soon. Look at AltGUI SDK forum main thread

    Also please look at screenshots below or on AltSoftLab Screenshots Gallery

    AltGUI Unity UI Integration - HTML Panel
    [​IMG]

    AltSketch HTML Renderer - Text
    [​IMG]

    AltSketch HTML Renderer - Using the Code
    [​IMG]

    AltSketch HTML Renderer - Tables
    [​IMG]

    AltSketch HTML Renderer - Non Standart Features
    [​IMG]

    AltSketch Unity MigraDoc
    [​IMG]

    AltSketch MigraDoc - Paragraph Layout
    [​IMG]

    AltSketch MigraDoc - Borders and Shading
    [​IMG]

    AltSketch MigraDoc - Tables
    [​IMG]

    AltSketch MigraDoc - Combining Paragraphs
    [​IMG]

    AltSketch MigraDoc - Chart
    [​IMG]
     
    Last edited: Jun 20, 2015
    Arisha likes this.