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Coherent UI - HTML5-based User Interface middleware

Discussion in 'Assets and Asset Store' started by stoyannk, Oct 30, 2012.

  1. CodeMonkeyCharlie

    CodeMonkeyCharlie

    Joined:
    Oct 27, 2013
    Posts:
    6
    After poking around with my trial a bit tonight, I was able to get jQuery, jQuery UI, Bootstrap, and an old js project working from Unity with no trouble at all! Performance seems solid. My hat is off to you guys. This rocks.

    $coherent.jpg
     
  2. d4Rk

    d4Rk

    Joined:
    Apr 25, 2013
    Posts:
    7
    We'd like to use CoherentUI mobile for some of our projects, a key feature for us would be, to be able to read back the webpage into a texture. Does someone know if this is possible, and if it is, how to do so?

    Thanks in advance,
    Martin
     
  3. agriffin

    agriffin

    Joined:
    May 10, 2012
    Posts:
    19
    Hi, we're interested in your product but have a few questions:

    1) Is there support to use render textures from unity in the UI? For instance, as a character portrait.

    2) In the asset store comments someone mentioned there is no support for non power of two video cards. Is this going to be fixed?

    Thank you
     
  4. mlenton

    mlenton

    Joined:
    Nov 13, 2013
    Posts:
    8
    Hello,

    So, from this, can we understand that it would not be possible to use a library like MediaElement.js and play YouTube videos? e.g..
    http://mediaelementjs.com/examples/?name=youtube
     
  5. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @d4Rk
    Unfortunately for the mobile platforms we do not support that. That's the reason we don't have views on 3D objects on Mobile. We're looking for ways to enable that but at the moment we only have a very low-performance solution that is suitable for static pages only and that's why we have not released it.

    @agriffin
    1) With the current version - no, but we're making a feature for that right now :). It's ready for Windows and we should be able to finish it soon for the other platforms. Note that we have planned desktop-only functionality for now.
    2) Indeed, on video cards with no NPOT textures support we're currently only logging an error (these are mostly some integrated cards). Recently we added some view filtering options and new shaders that delayed the fix for those adapters, but we have it on our backlog it will be fixed

    @mlenton
    The example URL you gave works correctly. The only videos you can't play should be the ones using a patented encoder.
     
  6. CodeMonkeyCharlie

    CodeMonkeyCharlie

    Joined:
    Oct 27, 2013
    Posts:
    6
    So far the only noteworthy negative to mention about my experimentation with Coherent UI has been that using LESS css seems to freeze Unity. I have to compile less to css and switch out my includes. It would be VERY cool if I could get the real time updates when saving style changes in my less files to show while Unity was running, like how it works in web browsers when configured to do so. Maybe there is a way to do this. Not sure, haven't spend too much time on it since I usually develop components outside of Unity.

    Here's the code that I need to toggle when testing in Unity:

    Code (csharp):
    1.  
    2. <!--<link rel="stylesheet" href="ui.css">-->
    3.     <link rel="stylesheet/less" type="text/css" href="ui.less" />
    4.  
    5.     <script type="text/javascript">
    6.         less = {
    7.             env: "development", // or "production"
    8.             async: false,       // load imports async
    9.             fileAsync: false,   // load imports async when in a page under a file protocol
    10.             poll: 1000,         // when in watch mode, time in ms between polls
    11.             functions: {},      // user functions, keyed by name
    12.             dumpLineNumbers: "comments", // or "mediaQuery" or "all"
    13.             relativeUrls: false // whether to adjust url's to be relative
    14.             // if false, url's are already relative to the
    15.             // entry less file
    16. //            rootpath: ":/a.com/"// a path to add on to the start of every url
    17.             //resource
    18.         };
    19.     </script>
    20.     <script type="text/javascript" src="js/less-1.5.0.min.js"></script>
    21.  
     
  7. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    Redundant message to say this looks brilliant and i'm going to try persuade someone to buy it
     
  8. fanjules

    fanjules

    Joined:
    Nov 9, 2011
    Posts:
    167
    Regarding the fact that render textures are not yet supported in the UI, is it not possible to take a render-texture, save it as a PNG or similar in the COUI folder, then display it? Obviously this wouldn't be for every frame.
     
  9. Julien-Lynge

    Julien-Lynge

    Joined:
    Nov 5, 2010
    Posts:
    142
    @fanjules,

    Why not just take your image, convert to a png or jpg, and then pass in as an array of bytes?

    You can pull an image from a render texture (there are docs), and you can convert to a png with the Texture2D methods, or use an external library to get jpg (there are a few).
     
  10. fanjules

    fanjules

    Joined:
    Nov 9, 2011
    Posts:
    167
    I confess I've not played with Coherent for about 6 weeks due to being busy with other stuff, but presumably you can pass arrays of bytes as webpage graphic data to Coherent then?
     
  11. AnchoV

    AnchoV

    Joined:
    Jun 5, 2013
    Posts:
    17
    Hi everyone,

    I am happy to let you know that we have launched our official Coherent Labs Forum !!!

    I would like to invite you all to register and join our community where you can
    - enrich your knowledge further by browsing through our Knowledge Base,
    - ask any questions you have, regarding your usage of Coherent UI,
    - meet and talk to our team
    - share showcases of your project - let more people know about your game :)

    $forum screenshot.png

    Join our community NOW :)
     
  12. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
    642
    Yes, it's possible. Send it to the UI the byte array of your texture then base64 it using Javascript (jQuery plugins or node.js make this pretty easy to do) then use Data URI to output the image. See the below for examples.

    http://en.wikipedia.org/wiki/Data_URI_scheme

    I've no idea if CoherentUI has a way of sending the texture to the UI or not, but the above will work if you send the byte array.

    All of this should be pretty fast to do. So doing it every frame shouldn't be much of an issue if you need something like a realtime minimap, etc..
     
  13. rubicon_xing

    rubicon_xing

    Joined:
    Nov 30, 2012
    Posts:
    10
    fanjules,

    I've done something similar with a project that you may find helpful.

    Code (csharp):
    1. // this function goes in your bindings class, the RTT functions are specific to my StyleCam camera class, but it should be easy to substitute your own RTT camera
    2.  
    3. public void SetStyleButton()
    4. {
    5.     if(_view != null)
    6.     {
    7.         if(_view.View != null)
    8.         {
    9.             byte[] bytes = Main.mapEditor.StyleCam.RenderToTexture();
    10.             string base64String = System.Convert.ToBase64String(bytes);
    11.             _view.View.TriggerEvent("setStyleButton", base64String);
    12.         }
    13.     }
    14. }
    15.  
    16. // this is the function in my StyleCam class as a reference for your own RTT functions, if you need a JPEG encoder, this is a good place to start http://technology.blurst.com/unity-jpg-encoding-javascript/
    17.  
    18. public byte[] RenderToTexture()
    19. {
    20.     Texture2D texture = new Texture2D(_rtt.width, _rtt.height, TextureFormat.RGB24, false);
    21.     RenderTexture.active = _rtt;
    22.     _rttCam.Render();
    23.     texture.ReadPixels(new Rect(0, 0, _rtt.width, _rtt.height), 0, 0);
    24.     texture.Apply();
    25.     JPGEncoder encoder = new JPGEncoder(texture, 75f);
    26.     // encoder is threaded; wait for it to finish
    27.     while(!encoder.isDone)
    28.     {
    29.         continue;
    30.     }
    31.     byte[] bytes = encoder.GetBytes();
    32.     return bytes;
    33. }
    34.  
    35. // JavaScript function in the HTML page that sets the <div> #div-style-center to be the new image, it assumes you are using jQuery
    36.  
    37. function setStyleButton(data)
    38. {
    39.     var binImag = '<img src="data:image/jpeg;base64,' + data + '" />';
    40.     $("#div-style-center").html(binImag);
    41. }
    42.  
    43. // The <div> in this case is empty before writing the image to it
    44. <div id="div-style-center"></div>
     
  14. agriffin

    agriffin

    Joined:
    May 10, 2012
    Posts:
    19
    I am loving Coherent UI except for a problem I am having.. When I press shift my UI disappears. I was able to reproduce it like this:

    Make a scene an attach a CoherentUIView to the main camera with "Is Transparent" and "Draw After Post Effects" selected.
    Attach Unity's "Sun Shafts" image effect to the camera.
    Add another camera.
    Add render texture to it

    Anyone else have their UI disappear? I am on Mac. Thanks!
     
  15. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @agriffin

    We reproduced the bug and it appears that it's related to the "Draw After Post Effects" tick (although we couldn't find any relation to pressing Shift, maybe that's something that you handle?). We'll look into the issue and try to have it fixed for the next release.
     
  16. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
    642
    Could you add an option to ignore linear color space? Currently if you turn on linear color space it'll cause the UI to wash out. I figured "Correct Gamma" would do just that, but it doesn't. Maybe this is just something that needs to be added to the UI shader?
     
  17. VTTJake

    VTTJake

    Joined:
    Nov 21, 2013
    Posts:
    5
    Is automatic binding supported in Coherent UI Mobile? I managed to get my bindings to work on the desktop build but when I'm trying to make a build for iOS, I get:

    error CS0234: The type or namespace name `CoherentMethod' does not exist in the namespace `Coherent.UI'. Are you missing an assembly reference?

    I just want to make sure I'm not trying to achieve something which is not possible (at the moment). If automatic binding is not possible, I'll have to take the manual route. The automatic binding would just make everything so easy...
     
  18. agriffin

    agriffin

    Joined:
    May 10, 2012
    Posts:
    19
    Yeah... the Shift thing seems to have resolved itself after a reboot! I've had a lot of issues after upgrading OSX so its more than likely related to that.

    I'm absolutely loving Coherent UI! I tried the evaluation for probably 15 minutes before I decided to buy it! For anyone thinking about it... try it! Performance is amazing.
     
  19. Darkoo

    Darkoo

    Joined:
    Feb 4, 2013
    Posts:
    96
    I have been trying to find some tutorial on things similar to "namePlates" that can be glued on a moving object(character) but have not found any. I was going to create a quad and have it glued to the character and then having a coherent view on the quad but I would assume that would not work on mobile since last i checked render to texture was not possible on mobile or basic version of mobile.
     
    Last edited: Nov 22, 2013
  20. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
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    I just add a plane child object to my gameobject then put the coherent ui view script on it. I've no idea if this will work for mobile, but works fine on desktop.
     
  21. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @VTTJake
    I see you have your answer in our support :) but for everybody else - yes, automatic binding is supported on mobile as well. The error you're getting is because when building for mobile the CoherentMethodAttribute is defined in the Coherent.UI.Mobile namespace but you explicitly specified Coherent.UI.CoherentMethod which is valid for desktop only

    @Darkoo
    As you guessed, the render to texture method will not work for mobile. What you can do instead is get the 3D position where you'd like to place the name-plate, convert that to a 2D location using Camera.WorldToScreenPoint, adjust the Y position to be <ScreenHeight> - Y because the coordinate system of the has a positive Y axis downwards and feed that to the View using the binding. In the JavaScript handler of the event you should just set the top/left CSS properties of the HTML element.
     
  22. Darkoo

    Darkoo

    Joined:
    Feb 4, 2013
    Posts:
    96
    nikxxio:
    Thanks, I am doing pretty much as you suggested. While doing this I came across the need of selecting the child of an element, using jQuery I tried many different child selection types like:
    $("#"+posThis).eq(1);
    $("#"+posThis+" > :eq(1)");
    and etc, even thought this worked in browser it seemed not to work while running in unity. Any idea why?


    Edit:
    It looks like this works: $("#"+posThis+" div.plateSize")
     
    Last edited: Nov 23, 2013
  23. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
    642
    Any comments regarding this? I'd like the UI view to ignore linear color space so it's always gamma corrected. Setting the correct gamma option doesn't seam to make a difference.
     
  24. Darkoo

    Darkoo

    Joined:
    Feb 4, 2013
    Posts:
    96
    Hello, after some tinkering I am almost done with my nameplate/healthplate needs.

    The video seems a bit laggy but that is not the case when running the test live.


    A question, at some point in to the video you can see the both "players" getting close to one another and the nameplates overlap each other, any ideas on how to resolve that would be great.

    PS. did I say I love Coherent UI :D..
     
    Last edited: Nov 24, 2013
  25. jbh142

    jbh142

    Joined:
    Apr 27, 2010
    Posts:
    31
    Any word on the Window's version? I have a 4 teams really wanting to use this but we do a lot of work for Microsoft and support for windows phones are a must for our team. Can we at least get a time frame for windows support.

    Thanks
     
  26. Molt

    Molt

    Joined:
    Sep 6, 2011
    Posts:
    103
    I've now had time to try WebGL in Coherent UI on a few different mobile devices without success- iPad 3rd gen with 6.1.3, iPhone 3gs with 6.1.3, iPad 3rd gen with 7.0.3, and Samsung Galaxy Tab GT-P7510 on Android 3.1. I've also reinstalled my MacBook from scratch with Mavericks and Unity 4.3 and still no luck.

    Basically all I've done is set up a new project with a fullscreen view, configure the build, and point it at a WebGL application- either my own or the simple tutorial at http://learningwebgl.com/lessons/lesson03/index.html . Each time it's failed tried to create a WebGL context.

    I know using WebGL inside Unity seems rather.. odd..but I do need it for my current project, I'm running some shaders over a video as it's playing to analyse it. On desktop I'm able to get the video on it's own from Coherent as a texture and do the analysis inside Unity but I can't do that on the mobile versions and so I'm relying on running the shaders inside WebGL in Coherent and pass the results back via the Javascript API.
     
  27. _Annie_

    _Annie_

    Joined:
    Nov 26, 2013
    Posts:
    1
    @Krileon
    What type of renderer are you using in Unity3D - Dx9 or Dx11? :) If the latter, then the gamma correction property won't take any effect since it is used for correcting gamma when using DirectX9 and Linear color space, where views appear darker than the rest of the scene.

    And if possible, could you give us some more information regarding whether it happens on all views or only camera or world views, what rendering path are you using? Also, if you can send us a sample scene with a repro, it would greatly help solve this faster. :)
     
    Last edited: Nov 26, 2013
  28. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @jbh142

    Unfortunately, we don't have plans to release a Windows Phone version soon.

    @Molt

    WebGL for iOS is enabled in Coherent UI 1.6 which should be in the Asset store by the end of the week.
     
  29. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
    642
    I'm using DX11 rendered with Deferred Lightning and Linear Color Space. It seams to happen with every view. To duplicate just enable DX11 and Linear Color Space then have a UI attached to the camera that renders a UI. I havn't tried, but it's probably easily duplicated in the demo scenes.
     
  30. phoenixrising

    phoenixrising

    Joined:
    Aug 9, 2013
    Posts:
    57
    I have successfully gotten coherent UI to work very well on ios and in the unity editor, however, no luck on android :(

    I cannot get it to register the touch events, button presses or any user interaction on android.

    Is this a known issue, is there a workaround for android?
     
  31. DimitarT

    DimitarT

    Joined:
    Apr 8, 2013
    Posts:
    99
    Hi everybody,

    Yesterday we released Coherent UI version 1.6.0.0, but unfortunately we have discovered issue with the release. Although we have tested the release extensively there are configurations on which Coherent UI fails to initialize.
    We worked to fix the issue as soon as possible, and we would recommend to skip the update to 1.6.0.0 and wait for the next version update on the Asset Store, which we have already submitted.
    If you have upgraded your project or you are experiencing any problems with crashes when starting the built application on desktop or iOS please visit our support forums at https://forums.coherent-labs.com/index.php/topic,87.0.html. We have posted details on the issue there and possible workarounds and we will also post updates.
    We are very sorry for the issue and we have updated our testing procedure to make sure that we catch similar problems during development in the future.
     
  32. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @phoenixrising

    Are you including the coherent.js script in your HTMLs? The MobileInput sample demonstrates some variations for allowing or consuming input.

    If your problem persists, please contact our support (support@coherent-labs). If you have a minimal example that exhibits the behaviour it would help us solve the issue faster.

    @Krileon

    We've found that the View should be gamma corrected only when using DirectX9 renderer because the scene looks correctly but only the View would be dark. When using DirectX11 both the scene and Views are affected when changing the lighting model in Unity. We tried various setups on the samples mostly but couldn't reproduce the behaviour you're speaking of. Could you please try making a minimal example that you can send us to investigate?
     
    Last edited: Nov 27, 2013
  33. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
    642
    That's the problem. Linear Color Space is affecting the UI. I don't want it to. I want it to ignore Linear Color Space and always Gamma Correct. See the below screenshots of my issue.

    Linear Color Space:


    Gamma Color Space:


    Player Settings:


    Please let me know if this still isn't enough and I can try to put together a small project that duplicates the issue sometime this weekend.
     
  34. CodeMonkeyCharlie

    CodeMonkeyCharlie

    Joined:
    Oct 27, 2013
    Posts:
    6
    Anyone know if there's a "good" way to get form submission with enter to work out of the box in Coherent UI as it does in browsers? Does this have anything to do with enter being e.which == 13 in the browser, and e.which == 10 in Unity?

    Not sure why this isn't working for me. Just a <form> tag with some <input> tags and a <input type="submit">. Pretty basic stuff. Would really prefer not to need to write custom javascript to handle something like this.
     
  35. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    Hey everybody,

    For anyone trying to run Coherent UI on Android 4.4: The coherent.js script throws an exception that prevents the binding from working. To fix that you need to find the following code in coherent.js:

    Code (csharp):
    1.  
    2.         (function() {
    3.             document.body.addEventListener('touchstart', touchListener(0));
    4.             document.body.addEventListener('touchend', touchListener(3));
    5.             document.body.addEventListener('touchcancel', touchListener(4));
    6.             document.body.addEventListener('touchmove', touchListener(1));
    7.            
    8.             var newdiv = document.createElement('div');
    9.             newdiv.setAttribute('id', '__CoherentBackground');
    10.             newdiv.setAttribute('class', 'coui-noinput');
    11.             newdiv.setAttribute('style', 'background-color: "rgba(0,0,0,0)"; width: 100%; height: 100%; position: absolute; z-index: -1000000;');
    12.            
    13.             document.body.insertBefore(newdiv, document.body.firstChild);
    14.         })();
    and replace it with

    Code (csharp):
    1.  
    2.         document.addEventListener('DOMContentLoaded', function() {
    3.             document.body.addEventListener('touchstart', touchListener(0));
    4.             document.body.addEventListener('touchend', touchListener(3));
    5.             document.body.addEventListener('touchcancel', touchListener(4));
    6.             document.body.addEventListener('touchmove', touchListener(1));
    7.            
    8.             var newdiv = document.createElement('div');
    9.             newdiv.setAttribute('id', '__CoherentBackground');
    10.             newdiv.setAttribute('class', 'coui-noinput');
    11.             newdiv.setAttribute('style', 'background-color: "rgba(0,0,0,0)"; width: 100%; height: 100%; position: absolute; z-index: -1000000;');
    12.            
    13.             document.body.insertBefore(newdiv, document.body.firstChild);
    14.         });
    That should not throw an exception and binding should be working. The fix will be available in the next release.
     
  36. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @ Krileon

    This is a change that was probably made in the Unity 4.2+ rendering, previously this was not the behaviour. We'll fix it in the next version so you can continue making your UI with normal colors.
     
  37. DimitarT

    DimitarT

    Joined:
    Apr 8, 2013
    Posts:
    99
    Hi,

    Unfortunately Unity3D reports enter as 10 and this is the reason for e.which to be 10 and this breaks the submitting forms using enter.
    We'll see how to fix in the next releases of Coherent UI.
    Until then, you'll have to use custom JavaScript for that or modify our input mapping with the risk of breaking enter in some other case.
     
  38. Krileon

    Krileon

    Joined:
    Oct 30, 2012
    Posts:
    642
    Awesome, thank you. Hands down this is my favorite asset of all I've purchased (a lot, lol). Keep up the great work!
     
  39. Zaicheg

    Zaicheg

    Joined:
    Sep 30, 2009
    Posts:
    46
    Hello
    I got Coherent Trial 1.5.4 to e-mail zaicheg.reg@gmail.com.
    My actions:
    1) Create empty project , import the package "CoherentUI_1_5_4_Trial.unitypackage".
    2) Change the target platform to Android, build apk-file, install it on the android-tablet, launch.

    Problems:
    1) Error in the console Unity:
    Code (csharp):
    1. Win32Exception: ApplicationName='jarsigner', CommandLine='-sigalg MD5withRSA -digestalg SHA1 -keystore "C:\Users\zaicheg\.android/debug.keystore" -storepass android -keypass android "D:/Unity/Projects/3.0/CoherentBugReport_Zaicheg_01/Assets\../Temp/CouiApkRepack\dist\CoherentBugReport_Zaicheg_01.apk" androiddebugkey', CurrentDirectory='D:\Unity\Projects\3.0\CoherentBugReport_Zaicheg_01'
    2) Large size apk-file: 200 MB.
    3) Webpage does not appear on the tablet.

    This problem is not in the editor and Standalone Windows . They are only on Android. I have successfully build before other applications on Android.

    Information:
    Version Coherent: 1.5.4 Trial
    Version Unity: 4.2.2f1
    Version operating system: Windows 7
    Device: Samsung Galaxy Tab 2 10.1, Android 4.0.3

    Screenshot Build Settings: http://www.screencast.com/t/APrqCeP5Y
    Screenshot Player Settings (Other): http://www.screencast.com/t/9PNbNmQdXjYJ
    Screenshot Player Settings (Publishing): http://www.screencast.com/t/hzU4RpqzkHW6
    Screenshot console Unity (import package, build apk-file): http://www.screencast.com/t/yqWW7EN8ptI
    Editor.log completely (import package, build apk-file): http://pastebin.com/raw.php?i=8x2v2ZNW
    Screenshot from the tablet: http://www.screencast.com/t/KF4TjwHLxtzw
    Screenshot logcat (install and run the application on the tablet): http://www.screencast.com/t/iJanPAUd
    Screenshot Android SDK Manager: http://www.screencast.com/t/3STOeap3kXxo
    Apk-file : http://sanviz.ru/uploads/others/Coherent/CoherentBugReport_Zaicheg_01.apk
    Unity-project : http://sanviz.ru/uploads/others/Coherent/CoherentBugReport_Zaicheg_01.zip

    Additional question
    Do i need to register/activate Coherent Trial on the tablet , and if so, how to do it? In the documentation described only for Windows, Mac OS, Linux.
     
  40. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @Zaicheg

    Thanks for the very detailed description :).

    The exception is most likely caused because you do not have the '<JDK>/bin' folder (where 'jarsigner' is located) in your PATH environment variable. To do that, you need to go to "Control Panel\System and Security\System" -> "Advanced system settings" (in the left panel) -> "Environmet variables...", locate the "Path" variable and edit it so it includes the bin directory in the folder where you installed JDK. You can verify that you've added the correct path if you open up a command window and type in 'jarsigner' which should *NOT* result in "jarsigner is not recognized as an internal or external command".

    This error you're getting is the cause the APK repack step that we have is failing. This step is required to insert the local resources and remove the unneeded files (e.g. resources for desktop platforms). After the repack completes, the APK should be around 10-15MB for an app similar to one of our samples.


    As for the activation, it's required on desktop only. You can export your game and run it, it will just have the trial watermark.
     
  41. Zaicheg

    Zaicheg

    Joined:
    Sep 30, 2009
    Posts:
    46
    Thanks. Error disappeared and file size became normal.
    There was a problem with the display page on the tablet. I use the demo scene "HelloCoherentUI".
    Preview web pages on the tablet is not at the face of the cube and in the upper left corner of the screen. No reaction to touches (only camera rotation).
    Screenshot: http://screencast.com/t/8tALd1H0GM8d

    I noticed a mystical thing.
    I build the scene "HelloCoherentUI." When I run it on a tablet, web page does not load - says that the "webpage is not available". If I add the script to the project (without adding in scene) "/Assets/General.cs" (encoding Unitsode 1200) with the following contents: http://pastebin.com/raw.php?i=tXiDRG1S, the web page is displayed normally.

    Screenshot without script: http://screencast.com/t/hbQ5yZFc
    Screenshot with script: http://screencast.com/t/8tALd1H0GM8d

    Screenshot logcat without script: http://screencast.com/t/qhOsO5YE
    Screenshot logcat with script: http://screencast.com/t/wQH25magX

    Tested more than 10 times. I'm not an drug addict.
     
    Last edited: Dec 1, 2013
  42. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    The mobile version supports only camera views due to platform limitations. A lot of people ask about views on 3D objects so we're considering adding a variant for that, although it involves a lot of data copying making those views suitable for mostly static pages.The MobileInput sample is the best sample to start from for mobile.

    The HelloCoherentUI scene doesn't display the webpage probably because of lack of permissions for internet access. Make sure that you set the player settings for internet to 'require', not 'auto'. The WWW class likely ads those permissions implicitly and that's why you see the page.
     
  43. Zaicheg

    Zaicheg

    Joined:
    Sep 30, 2009
    Posts:
    46
    Yes :)

    I want to ask about the possibility of my task possible .

    1. Application platforms: Windows 8, Android , IOS.
    2. The application must be embedded web browser. The user navigates to a Web browser on a web page, click on button " Analyze Page ", the application makes a request to this web page (for example, via WWW).
    3. I want to show a web browser not the entire screen, but only on his right side to the left side the user can enter text in GUI.Textfield, which he sees in the web browser.
    4. Need to be able to enter a specific web page address in the web browser
    5. Need to be able to move "back" (previous page) and "forward" (next page) as in any web browser, maybe bookmarks.

    This is all possible? I'm afraid to spend time learning and then find that some features are not present.

    P.S.: Trial version available for 1.6.0?
     
    Last edited: Dec 2, 2013
  44. Zaicheg

    Zaicheg

    Joined:
    Sep 30, 2009
    Posts:
    46
    I see the problems.

    Problem 1
    Target platform: Windows Standalone.
    I run the test scene "HelloCoherentUI" in the editor. Google is displayed on the cube. I enter any search query and click button "search". Appear on the screen results. I click on the links of search results - no reaction .
    In the assembly Windows Standalone also no reaction. In the assembly of Android - a normal reaction (go to links), but only on the device (in the editor is no reaction even when the target platform Android).
    Other buttons for google (authorization, search, services) are working properly. I can record a video if you can help it.

    Problem 2
    I place the viewport camera with CoherentUIView in the right side of the screen.
    Camera Viewport Rect -- X: 0.5, Y: 0, W: 0.5, H: 0.5. CoherentUIView -- UseCameraDimensions, XPos: 640 (half of android-device_resolution). On android-device CoherentUIView responds to touches normal. In the editor, it responds to clicks only if they are made to the left out of CoherentUIView .
     
  45. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    You can do all of the above. For 3. you can do it with X/Y pos width/height and for desktop you can do it by editing your HTML page so that it covers half of the screen. We'll probably be adding the X/Y functionality in a later version for the desktop, too.

    And the new trial is available, you'll have to request again.

    For problem 1: Are you using the same setup you described in your previous post, i.e Coherent UI 1.5.4 Trial, Unity: 4.2.2f1, Windows 7? Did you reproduce it with a clean project or do you have any modifications? We tried it with 1.5.4 but the input was working as expected so any furhter information will be helpful.

    For problem 2: The desktop scripts do no take into account the viewport settings and assume the camera draws on the whole surface. We'll add the functionality to do that.
     
  46. Zaicheg

    Zaicheg

    Joined:
    Sep 30, 2009
    Posts:
    46
    Yes, same setup, clean project (from CoherentUI_1_5_4_Trial.unitypackage).
    I will soon check again, prepare logs and video (сomments on russian will be understood or better without them?).
     
  47. Zaicheg

    Zaicheg

    Joined:
    Sep 30, 2009
    Posts:
    46
    Editor.log (create project, import package, run, google.com, clicks for links in search result): http://pastebin.com/raw.php?i=whC52F7J
    Video: http://www.youtube.com/watch?v=YQdbd_f3qac
    Output.log (Windows Standalone): http://pastebin.com/raw.php?i=nxF6KB4T

    In 1.6.0.1-Trial everything is the same.

    P.S.: links in Google "more results from..." work fine: http://screencast.com/t/w91dB8jJWew
     
  48. PrimeAlly

    PrimeAlly

    Joined:
    Jan 2, 2013
    Posts:
    35
    Hello,

    From what I've gathered via the documentation and samples it should be possible for Coherent UI to consume clicks so that they are not forwarded to Unity. For example you should be able to skip raycasting when clicking on the UI.
    This, in part, should be the purpose of the "Sample_MobileInput" included in the Coherent UI asset unless I'm wrong?
    My problem is that I can't get it to work, and the sample does not work either. For example:

    1. Start "Sample_MobileInput".
    2. Clicks to "smash" the box are forwarded and works correctly.
    3. Click "Disable input forwarding", the text in "Test clicks in this area" is now "Clicks are consumed".
    4. Clicks to "smash" the box are still forwarded = I can still move the box by clicking on it (through the window).

    This is not the intended behavior I presume?
    How is this fixed?
     
  49. nikxio

    nikxio

    Joined:
    Oct 30, 2012
    Posts:
    69
    @Zaicheg

    Thank you for the details. We will investigate the issue.

    @Lorodion

    If you're talking about the mobile preview in the Editor - that's exactly the behaviour at the moment, the input is not fully simulated. We've fixed that in our development code but it's not yet tested and should be live soon. I'm sorry for the experience. The changes are all in the .cs scripts so if you want to beta test them, send me a PM :)

    If on the other hand you're talking about the behaviour on the device that's definitely not intended but last I checked it was working fine.
     
  50. MrBodean

    MrBodean

    Joined:
    Jan 25, 2008
    Posts:
    103
    Hey guys,
    Having a number of issues and trying to go through them and find some solutions, the latest 2 are these...

    1. Say for example you open a flat plane with a web page on it that is playing music. We hide it so it does not display but just plays music in the background, and say we have 1 playing music and a few others playing sound effects. How can we adjust the global volume of the scene. We have tried the obvious options but nothing seems to do it.

    2. The upload option of a form does not bring up a file requester, how can we get that working, we need some way of bringing up the default requester to select local files
     
    Last edited: Dec 5, 2013