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DoozyUI: Complete UI Management System

Discussion in 'Assets and Asset Store' started by AlexMares, Apr 13, 2016.

?

Would you like to see a free version of DoozyUI with limited features?

Poll closed May 12, 2016.
  1. Yes

    1 vote(s)
    33.3%
  2. No

    2 vote(s)
    66.7%
  1. AlexMares

    AlexMares

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    Hi iddqd,

    Now I see what you were looking for. The answer is no, we didn't implement this functionality in DoozyUI.
    But now that you suggested it, we'll take a close look to see how we could add it with minimal impact to the current infrastructure. :)

    Cheers,
    Alex
     
  2. rygaar

    rygaar

    Joined:
    Mar 28, 2009
    Posts:
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    When I move between menus, I want to have a default button selected. How can I easily achieve this with DoozyUI?

    thanks
     
  3. AlexMares

    AlexMares

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    Hi rygaar,

    We haven't thought about implementing that feature, but it can be easily done by assigning the default selected button to the UIElement that contains it. I believe you are looking for a way to use the UI with a controller?!

    Right now we are in the process of implementing animations for the UIButton, for the 2.3 version update.
    Since this is an easy to implement feature. I'll put your request in the ToDo list for this update so that it gets added now. We update quite often with new features and bug fixes.

    Cheers,
    Alex
     
  4. rygaar

    rygaar

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    Yes, controller and keyboard control. Thus need menu item selected by default when a menu is displayed. When will 2.3 be released?

    thanks
     
  5. AlexMares

    AlexMares

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    Hi rygaar,

    I'd say that version 2.3 will be live in maximum 2 weeks time. It might be sooner, if we finish all the tests and don't find any issues.
    Before any update, we do a lot of use case scenarios tests for all the new features to reduce any potential issues.

    Here is a taste for the next update:
    DoozyUI 2.3 - UIButton - PREVIEW (work in progress)


    Cheers,
    Alex
     
    Last edited: Jun 1, 2016
  6. xdotcommer

    xdotcommer

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    This asset looks great and I'm thinking about getting it - I was just wondering how easy it is to replace the images with my own? My game has a pixel art look / feel that I want to be consistent with.
     
  7. apprenticegc

    apprenticegc

    Joined:
    Apr 21, 2012
    Posts:
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    The UI is distributed across different scenes and load additively at runtime. Under such workflow, will it be ok to have multiple UI Managers?
     
  8. AlexMares

    AlexMares

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    Hi xdotcommer,

    DoozyUI uses Unity's native UI components. So if you're thinking of re-skinning one of the example menus, all you have to do is to replace the sprites in the Image components of each menu and you're done.

    Cheers,
    Alex
     
    Last edited: Jun 2, 2016
  9. AlexMares

    AlexMares

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    Hi apprenticegc,

    It would not be ok to have multiple UIManagers since that is the UI's core and it manages the Publish-Subscribe infrastructure. You can however load additive different UIElements with the condition to nest them under the UIContainer and they will work as expected.

    If you have dialogues or windows that show up only once in your app/game I would suggest using the UINotification feature. Another name for this type if menu is 'modal window'.

    Cheers,
    Alex
     
  10. xdotcommer

    xdotcommer

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    Any idea what this error is about? Invalid layer id: Please use the unique id of the layer (which is not the same as its index in the list) UnityEngine.Renderer:set_sortingLayerID(Int32) ?

    I do have a UI layer.

    This is happening in UIEffect UpdateEffectSortingOrder - line 159
     
  11. xdotcommer

    xdotcommer

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    It also appears that all of the button, ui element and sound names are random sequences of numbers and characters - like 5175934890d1239e54
     
  12. rygaar

    rygaar

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    Mar 28, 2009
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    63
    Can you explain how DoozyUI interacts with MasterAudio for muting/unmuting Music? How do I get this working?

    Also, I would like to see built in support for volume adjustment for both SoundFX and Music (slider or pips). Is this something you will consider?

    thanks
     
  13. AlexMares

    AlexMares

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    Hi rygaar,

    Can you explain how DoozyUI interacts with MasterAudio for muting/unmuting Music? How do I get this working?
    First you need to enable support in DoozyUI for MasterAudio.


    In the UIManager there are 2 bools that are updated from PlayerPrefs, at startup, to the auto saved values.
    public static bool isSoundOn = true; //Sound state
    public static bool isMusicOn = true; //Music state

    DoozyUI does not touch MasterAudio's settings (for now).
    You can trigger a sound to play by calling UIAnimator.PlaySound(string soundName, bool soundOn) where 'soundName' should be the soundName you want to hear and 'soundOn' should be UIManager.isSoundOn (if that is a sound) or UIManager.isMusicOn(if that is a song, a looped sound).
    Right now the system is built to cater mostly to one shot Element Sounds and Button Sounds, but we have in our development plan an improved sound implementation in mind.

    Were you looking for a method to use Playlists? If so, for now, I'd recommend using MasterAudio's methods and checking if the UIManager.isMusicOn value is true. Here are a few methods to call:

    MasterAudio.StartPlaylist (string playlistName);
    MasterAudio.StartPlaylist (string playlistControllerName, string playlistName);

    MasterAudio.TriggerPlaylistClip (string clipName);
    MasterAudio.TriggerPlaylistClip (string playlistControllerName, string clipName);

    MasterAudio.ChangePlaylistByName (string playlistName, bool playFirstClip=true);
    MasterAudio.ChangePlaylistByName (string playlistControllerName, string playlistName, bool playFirstClip=true);

    MasterAudio.FadeAllPlaylistsToVolume (float targetVolume, float fadeTime);


    Also, I would like to see built in support for volume adjustment for both SoundFX and Music (slider or pips). Is this something you will consider?
    Yes, that is one of the functionalities we have planned for the next sound and music upgrades.

    Right now, for the 2.3 version, we are upgrading the UIElement with 2 new features (auto triggering, on startup, of IN animations and default UIButton selector when an UIElement is shown) and the UIButton will have animations available (onClick animations with preset options).

    If you are looking for something in particular, please tell us so that we can see how and if it can be integrated into the system with minimal impact.

    Should you have any more questions, fire away. :)

    Cheers,
    Alex
     
  14. AlexMares

    AlexMares

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    Hi xdotcommer,

    This issue happened because the sorting layer named 'UI' in our project has a different ID then the one in ours.

    DoozyUI is configured out of the box to work with a sorting layer named "UI" so that it is rendered above the "Default" layer and any other layers that are related to your game/app. We decided not to touch the Project Settings when you import the package, not to override your previous already created layers and for this purpose, we included a tool to quickly change/update sorting layers of all UI elements in the active scene.

    To set up a new sorting layer it is very easy and it takes only 3 easy steps:
    1. Under the Tags & Layers, create a sorting layer named "UI" (or whatever name you want) and set it to be above the "Default" layer.

    2. Add DoozyUI to the current scene (if it's not already there) and select the UI Container gameObject that is under the DoozyUI gameObject.
    3. Update all the sorting layers names of all the canvases and renderers in the scene by setting the "New Layer Name" variable (default: UI) and pressing the 2 buttons.


    That's it! Hope this fixed your issue and should you need more help, don't hesitate to send us a message. :)

    Cheers,
    Alex
     
    Last edited: Jun 3, 2016
  15. AlexMares

    AlexMares

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    Hi xdotcommer,

    This is something new for us so we will need a bit more info about your setup to figure out what happened.
    Please send us an email at doozy.entertainment@gmail.com with the following details:
    Unity version:
    What happened:
    And attach any relevant screenshots so that we may be able to replicate the issue and fix it as soon as possible.

    Thank you!

    Cheers,
    Alex
     
  16. rygaar

    rygaar

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    Mar 28, 2009
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    Thanks for your reply. I was expecting tighter integration with MasterAudio. Looking forward to the fully featured MasterAudio integration.

    cheers
     
  17. AlexMares

    AlexMares

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    Mar 4, 2015
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    Hi rygaar,

    There will be a more in depth integration along the way as per our development plan. For now, the priority is for the UI system to work as expected, to handle a lot of stress and to be very easy to use and understand (as you probably saw, all the code is available to inspect and there are comments and 'show help' options for every relevant component).

    We announce every update ahead of time and we include detailed release notes with every version so be sure to keep an eye out for this thread or follow us on Twitter @doozyplay.

    Cheers,
    Alex
     
  18. rygaar

    rygaar

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    Mar 28, 2009
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    Yes. In saying that though, adjusting music / sfx volume / mute is a UI feature required in all games. Thus fleshing this out fully in Doozy UI seems natural, and is another selling point.

    For those interested, it is easy enough to implement the MasterAudio music mute / unmute by adding something like the following to the switch statement in UIManager.OnGameEvent(GameEventMessage):

    Code (CSharp):
    1. case "UpdateSoundSettings":
    2.     if (UIManager.isMusicOn)
    3.     {
    4.         DarkTonic.MasterAudio.MasterAudio.UnmutePlaylist("PlaylistController");
    5.     }
    6.     else
    7.     {
    8.         DarkTonic.MasterAudio.MasterAudio.MutePlaylist("PlaylistController");
    9.     }
    10.     break;

    cheers
     
  19. AlexMares

    AlexMares

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    Hi rygaar,

    As we are actively developing this asset, be sure that we are not ignoring a deeper integration for the sound system and that we have future plans for new features and functionality. Please note that our primary goal is to provide you with stable and reliable releases. Just to quickly add or extend a feature without proper testing is not a route we are inclined to take as it would potentially break your and other people's projects.

    The code you suggested is a simple workaround for now, but it should be inside a #if statement in order to avoid getting any errors when MasterAudio support is turned off.

    Code (CSharp):
    1.  
    2. #if dUI_MasterAudio
    3. case "UpdateSoundSettings":
    4.     if (UIManager.isMusicOn)
    5.     {
    6.         DarkTonic.MasterAudio.MasterAudio.UnmutePlaylist("PlaylistController");
    7.     }
    8.     else
    9.     {
    10.         DarkTonic.MasterAudio.MasterAudio.MutePlaylist("PlaylistController");
    11.     }
    12.     break;
    13. #endif
    14.  
    That being said, be assured that this asset will get better and better and that we are listening to all your suggestions and requests.

    Thank you!

    Cheers,
    Alex
     
  20. bomberest0

    bomberest0

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    Hi!
    Why inactive windows always are active in background? (it`s fps and setpass calls overhead)

    DUI 2.2.1, U 5.3.5p1:
     
  21. AlexMares

    AlexMares

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    Hi bomberest,

    The windows are never inactive, but because they are not in the camera they should not generate additional SetPass Calls.

    To get those ElementNames, did you import the asset in a new project or in an existing one?

    Cheers,
    Alex
     
  22. AlexMares

    AlexMares

    Joined:
    Mar 4, 2015
    Posts:
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    Good news! DoozyUI 2.3 is ready to be submitted. Here is the release log to see what to expect from it.

    ------
    Version 2.3

    CHANGES
    --The black screen at start has been removed and now we toggle off and then on, the UICamera component for the first 2 frames (this is the most efficient method we've found to date that fixed the issue of the UIElements being visible for 2 frames when the app/game starts).
    --The UIElement's variable label for 'start hidden' variable has been renamed to 'hide @Start' for a better description of the setting.
    --All the presets for the UIElement's IN and OUT Animations have been removed to make way for new ones.

    IMPROVEMENTS
    UIElement
    --New option to 'animate @Start'. If checked, it will trigger the IN animations automatically at runtime. Thus you will be able to animate UIElements when the app/game starts without writing a single line of code.
    --New option to 'disable when hidden'. If checked, it will disable - SetActive(false) - the UIElement when it is hidden (or set to Hide). This will help lower the draw calls for the UI.
    --New option to select the 'Default Selected Button'. If a button is referenced, it will get selected automatically when the UIElement is shown. This feature has been introduced to facilitate the control of the UI through controllers and keyboard.
    --20 new IN Animations presets that cover most use scenarios.
    --20 new OUT Animations presets that cover most use scenarios.

    UIButton
    --New OnClick Animations available with 30 presets and full customization options; the OnClick Animations are MovePunch, RotatePunch and ScalePunch.
    --New Normal and Highlighted states Animations available with 30 shared presets and full customization options; the ButtonLoops animations are MoveLoop, RotateLoop, ScaleLoop and FadeLoop.

    EXAMPLE SCENES
    --There is a new scene named 'ButtonAnimationsExamples' that showcases the UIButton's new animations.

    FIXES
    --Fixed an issue with Fade Loop Animations. The method Destroy immediately has been replaced with the normal Destroy method.
    --Fixed an issue in the UIAnimator - mixing tweens of move/rotate/scale/fade were resetting the animations in certain cases.


    ------
    PLEASE BACKUP PROJECTS BEFORE UPDATING!!!
    UPDATE NOTES
    Update from DoozyUI 1.2d - delete the previous "_DoozyUI" folder, as DoozyUI 2.0 is a huge upgrade that changes all the scripts and adds a lot if new features.
    Update from DoozyUI 2.0 and up - keep in mind that all your databases (ElementNames, ElementSounds, ButtonNames and ButtonSounds) are saved in Assets/DoozyUI/Data/DoozyUI_Data.asset. Do not overrwite this file because all databases will be reset to their default values.
     
  23. AlexMares

    AlexMares

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    UIButton Animations Presets EXAMPLES
    for OnClick, Normal and Highlighted states
     
    Last edited: Jun 13, 2016
  24. AlexMares

    AlexMares

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  25. AlexMares

    AlexMares

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    Hi All,

    We are happy to announce that DoozyUI 2.3 has been submitted for review. The price is the same and the upgrade is free.

    We are working on a daily basis on improving this asset and with your help we will make it even better.
    If you already use it, send us a message and tell us what you think of it or better yet leave us a review on the asset store.

    We hope that you'll enjoy using DoozyUI as your UI management system of choice and that you will be able to create wonderful apps and games with it.

    Should you have a question, an issue, a suggestion or a feature request, we are a message away! :)

    Cheers,
    Alex
     
    Bhanshee00 likes this.
  26. AlexMares

    AlexMares

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    Some of the new IN and OUT Animations presets for the UIElement.
    IN OUT Animations - Cascade.gif
    IN OUT Animations - Double.gif IN OUT Animations - Drop Down Bounce.gif
    IN OUT Animations - Drop Down Fade.gif
    IN OUT Animations - Jiggle.gif
     
  27. AlexMares

    AlexMares

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    Some of the new IN and OUT Animations presets for the UIElement.
    IN OUT Animations - Jump.gif
    IN OUT Animations - Knock.gif
    IN OUT Animations - Punch Rotate.gif
    IN OUT Animations - Punch.gif
    IN OUT Animations - Rise.gif
     
  28. AlexMares

    AlexMares

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    Some of the new IN and OUT Animations presets for the UIElement.
    IN OUT Animations - Rotate Scale.gif
    IN OUT Animations - Sail.gif
    IN OUT Animations - Scale Fade.gif
    IN OUT Animations - Slender.gif
    IN OUT Animations - Slide Card.gif
     
  29. AlexMares

    AlexMares

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    Some of the new IN and OUT Animations presets for the UIElement.
    IN OUT Animations - Slide Rotate.gif
    IN OUT Animations - Sprout.gif
    IN OUT Animations - Thrust.gif
    IN OUT Animations - Wiggle Rotate Scale.gif
     
  30. AlexMares

    AlexMares

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    DoozyUI 2.3 is now LIVE! :)
     
  31. AlexMares

    AlexMares

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    Mar 4, 2015
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    Hi All,

    DoozyUI 2.4 is now in development, having two new features implemented and tested already. Right now we are doing some code optimizations and creating new example scenes. Should you have any suggestions of features that you need right away please let us know. Also if you have made any presets for any of the animations, that you would like to be introduced in the package, send them to us and we'll take a look at them.

    Below are the partial release notes for DoozyUI 2.4.

    Cheers,
    Alex

    IMPROVEMENTS
    UIElement
    --New option to set a 'Custom Start Position'. This allows you to move the UIElements (windows) anywhere in the scene, but on Awake they will move to the custom start position (for the animations to work).
    --New options to SHOW and HIDE the UIElement while in Play Mode. This will allow you to tweak, simulate and debug the IN and OUT animations faster.

    FIXES
    --Fixed an issue with the UIButton Normal and Highlighted animations now working as intended. The movement/rotation was a bit off.
     
  32. summerian

    summerian

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    Jul 6, 2014
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    how well does this work in VR? Would I be able to add menus to HTC Vive controllers?
     
  33. AlexMares

    AlexMares

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    Hi summerian,

    We didn't have the chance to test it in a VR environment, but it should work fine. It performs without a hitch on mobile, the system taking full advantage of the native Unity UI components.
    Whatever you can do with the native Unity UI you can do with DoozyUI, with the added comfort of resolution independent animations (tween based), managed elements and a lot of methods/options that allow you to interface with the UI.

    Cheers,
    Alex
     
  34. AlexMares

    AlexMares

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    Hi All,

    This is just a quick update about DoozyUI 2.4.
    It is almost ready to get submitted to the Asset Store, after we finish taking care of a new issue. There is a bug with Unity's serialization and sometimes the values in our database get changed. A redundancy method has been implemented in this version in order to counteract this issue and automatically restore the database. We are doing several tests to see that it works as expected.

    You can read more about Unity's serialization issue on reddit - https://www.reddit.com/r/Unity3D/comments/2e9vlg/unity_serialization_is_truly_fubar/

    That would be all for now.

    Cheers,
    Alex
     
  35. AlexMares

    AlexMares

    Joined:
    Mar 4, 2015
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    Good news! We are happy to announce that DoozyUI 2.4 is now ready to be submitted. All the in-house tests are done and right now we are updating the manual and making the 'New Features' video.

    Here is the release log to see what to expect from it.

    ------
    Version 2.4

    CHANGES
    --Added 'DisallowMultipleComponent' to relevant components.
    --The SHOW and HIDE methods in the UIElement affect all the UIElements with the same element name, instead of only affecting the one on which the methods were called. This has been introduced because the UIEffect linked to an UIElement would not work as expected when that element was shown or hidden.

    IMPROVEMENTS
    UIElement
    --New option to set a 'Custom Start Position'. This allows you to move the UIElements (windows) anywhere in the scene. On Awake they will move to the custom start position (for the animations to work).
    --New options to SHOW and HIDE the UIElement while in Play Mode. This will allow you to tweak, simulate and debug the IN and OUT animations faster by testing and saving them while in Play Mode.

    FIXES
    --Fixed an issue with the UIButton Normal and Highlighted animations not working as intended. The movement and the rotation were a bit off.
    --Fixed an issue with the FADE OUT animations not working as intended.
    --Fixed an issue in the UIManager with the UIElements registration process. (it was possible to register one UIElement multiple times)
    --Fixed an issue with all the UIElement's IN Animations presets. They were adding a 'Pop' sound name when loaded. Now they are silent.
    --There are new automated redundancy checks for the database, the UIElements and the UIButtons on assembly reload and when you load a new scene (in the editor) that should fix the issue with Unity's serialization problem. These checks will not get added to your builds nor will they work in Play Mode, in order for your app/game to work smoothly.

    KNOWN ISSUES
    --If you call the 'Reset' method from the Inspector (the cog in the top right corner) for the UIElement / UIButton components, the element name / button name will get changed in the database. We haven't found a workaround for this issue yet, but we are working on it.

    ------
    PLEASE BACKUP PROJECTS BEFORE UPDATING!!!
    UPDATE NOTES
    Update from DoozyUI 1.2d - delete the previous "_DoozyUI" folder, as DoozyUI 2.0 is a huge upgrade that changes all the scripts and adds a lot if new features.
    Update from DoozyUI 2.0 and up - keep in mind that all your databases (ElementNames, ElementSounds, ButtonNames and ButtonSounds) are saved in Assets/DoozyUI/Data/DoozyUI_Data.asset. Do not overrwite this file because all databases will be reset to their default values.
     
    Last edited: Jun 21, 2016
  36. AlexMares

    AlexMares

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    We are creating a new example scene (Example 4) for DoozyUI 2.4
    This is just a teaser ;)


    All the effects you see are in the UI, they use a rect transform and respect the UI sorting order.
    All the effects use only 1 material (1 draw call), they just have different settings in the Particle System.
     
    Last edited: Jun 23, 2016
  37. AlexMares

    AlexMares

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    Space Themed UI
     
    Last edited: Jun 25, 2016
  38. AlexMares

    AlexMares

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  39. AlexMares

    AlexMares

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    Hi All,

    We are glad to announce that DoozyUI 2.4 has been submitted for review. The price is the same and the upgrade is free.

    We are working on a daily basis on improving this asset and with your help we will make it even better.
    If you already use it, send us a message and tell us what you think of it or better yet leave us a review on the asset store.

    We hope that you'll enjoy using DoozyUI as your UI management system of choice and that you will be able to create wonderful apps and games with it.

    Should you have a question, an issue, a suggestion or a feature request, we are a message away! :)

    Cheers,
    Alex
     
  40. AlexMares

    AlexMares

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    Mar 4, 2015
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  41. AlexMares

    AlexMares

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    Good news! We are happy to announce that DoozyUI 2.4.1 is now ready to be submitted.

    Here is the release log to see what to expect from it.

    ------
    Version 2.4.1

    CHANGES
    --The automated redundancy checks that were triggered by any editor recompile and by any scene load (in editor) have been disabled. This has been done because on complex UI's those checks would cause some lags in the editor. There are still redundancy checks in place, but they are less intrusive. You can also manually trigger them from DoozyUI/Tools.

    Control Panel
    -- Added new video links to Video Tutorials.

    IMPROVEMENTS
    UIElement
    --When calling the SHOW and HIDE methods in zero seconds, no tweens will be created and the UIElements will snap to the target settings. This saves CPU and GC.

    UIButton
    --If there is an OnClick animation enabled, we wait for it to finish before we show/hide the UIElements and send game events. This makes for a nicer user experience because the player has time to see the button animation and the change is not that sudden.

    FIXES
    --Moved the ScriptableObjectUtility.cs from Scripts/Helpers to Scripts/Editor.
    --Fixed an issue with TogglePause that would cause the timescale to get unexpected values.
    --Fixed an issue with the UIElement triggering the Hide method would cause unexpected behaviour if a Show method was still running.


    ------
    PLEASE BACKUP PROJECTS BEFORE UPDATING!!!
    UPDATE NOTES
    Update from DoozyUI 1.2d - delete the previous "_DoozyUI" folder, as DoozyUI 2.0 is a huge upgrade that changes all the scripts and adds a lot if new features.
    Update from DoozyUI 2.0 and up - keep in mind that all your databases (ElementNames, ElementSounds, ButtonNames and ButtonSounds) are saved in Assets/DoozyUI/Data/DoozyUI_Data.asset. Do not overrwite this file because all databases will be reset to their default values.
     
  42. breakspirit

    breakspirit

    Joined:
    Aug 11, 2013
    Posts:
    30
    I also need scrollable list boxes. Is that a problem?
    Also, how well does this package work with controllers? Has that been tested at all?
     
    ctc5301 likes this.
  43. ctc5301

    ctc5301

    Joined:
    Jan 28, 2016
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    I encounter a strange problem. Click on buttons could not function well under some aspect rations. For example, 320x480, 480x800 work well. 16:10, Free aspect don't work. How could I identify this kind of problems? Thanks.
    === updated ===
    Now I could further narrow down the reason. The problem occurs only when "xARM: Aspect and Resolution Master" is launched.
     
    Last edited: Jul 22, 2016
  44. AlexMares

    AlexMares

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    Hi breakspirit,

    When switching from one panel to another, you can set which button should get selected by default. Then you can set up the Navigation selection flow for the buttons by using the native Unity Button component.
    We did tests with a keyboard setup and it worked as expected. Also we can create a video on how to do this, if you need a visual guide.

    Cheers,
    Alex
     
  45. AlexMares

    AlexMares

    Joined:
    Mar 4, 2015
    Posts:
    498
    Hi ctc5301,

    Can you please elaborate on this. You cannot click the buttons or do the buttons no longer send the proper commands when clicked? Does "xARM: Aspect and Resolution Master" apply a canvas over the original UI?

    Cheers,
    Alex
     
  46. LouisHong

    LouisHong

    Joined:
    Nov 11, 2014
    Posts:
    69
    Hi! I'm considering buying DoozyUI. But I need to know if I can apply custom path tweening animations.
     
  47. AlexMares

    AlexMares

    Joined:
    Mar 4, 2015
    Posts:
    498
    Hi IamHD,

    DoozyUI does not support custom path tweening yet, but we have it on our develpment plan. You can however create custom tween animations for move, rotate, scale and fade.

    Cheers,
    Alex
     
  48. AlexMares

    AlexMares

    Joined:
    Mar 4, 2015
    Posts:
    498
    DoozyUI 2.5 - How to create a Game UI with Playmaker in Unity
     
    Bhanshee00 likes this.
  49. AlexMares

    AlexMares

    Joined:
    Mar 4, 2015
    Posts:
    498
    DoozyUI 2.5 - Orientation Manager
     
  50. AlexMares

    AlexMares

    Joined:
    Mar 4, 2015
    Posts:
    498
    Good news! We are happy to announce that DoozyUI 2.5 is now ready to be submitted.

    Here is the release log to see what to expect from it.

    ------
    Version 2.5

    BREAKING CHANGES
    -- DoozyUI/Resources folder has been renamed to DoozyUI/Images. This also comes with some code changes in the DoozyUIResources. We did this because all of the DoozyUI inspector interface was added to builds and it increased the projects size without good reason. Please delete that Resources folder if it's still in your project after the update. This is an optimization that had to be done.

    NEW FEATURES
    -- Orientation Manager - allows you to create separate UIElements for Portrait and Landscape orientations, using the same element names. Also the system will detect orientation changes and react accordingly.
    -- Orientation Manager - sends a gameEvent 'DeviceOrientation_Landscape' or 'DeviceOrientation_Portrait' when the DeviceOrientation changes.
    UIElement
    -- LANDSCAPE and PORTRAIT settings are now available if the Orientation Manager is enabled. They are both enebled by default. If the UIElement is only for the PORTRAIT orientation, disable the LANDSCAPE one and vice versa. If you don't care about orientation, either let them both enabled or just disable the Orientation Manager (from the Control Panel or the UIManager).

    IMPROVEMENTS
    UIButton
    -- A new option to 'Wait for OnClick Animation to finish' has been added. We introduced, in a previous patch, a click delay that was atomatically added to the button when it had an OnClick Animation enabled. This was great for UX, but there were some cases when that delay was not a good choice. This option allows you to disable adding that delay when the button is clicked.
    UIElement
    -- On Hide, the canvas renderer is now disabled after the animation finishes. This reduces the draw calls without disabling the gameObject, thus the scripts attached are active and available.
    -- On Hide, the graphic raycaster is now disabled after the animation finishes.
    -- On Show, before the animation starts, the canvas renderer and the graphic raycaster are enabled.
    -- Added a few new in-editor automated redundancy checks for the element sounds. These work by themselves.
    UIManager
    -- Sending 'UpdateSoundSettings' game event on ToggleSound. This event was previously sent only by ToggleMusic and not by ToggleSound.
    -- A display dialog now appears before enabling/disabling any major features that use Scripting Define Symbols from Player Settings.
    ControlPanel
    -- A display dialog now appears before enabling/disabling any major features that use Scripting Define Symbols from Player Settings.

    FIXES
    -- Fixed the issue that darkened DoozyUI's inspector interface when changing Color Space from Gamma to Linear (this issue was encountered when the target platfrom is set to Windows)


    ------
    PLEASE BACKUP PROJECTS BEFORE UPDATING!!!
    UPDATE NOTES
    Update from DoozyUI 1.2d - delete the previous "_DoozyUI" folder, as DoozyUI 2.0 is a huge upgrade that changes all the scripts and adds a lot if new features.
    Update from DoozyUI 2.0 and up - keep in mind that all your databases (ElementNames, ElementSounds, ButtonNames and ButtonSounds) are saved in Assets/DoozyUI/Data/DoozyUI_Data.asset. Do not overrwite this file because all databases will be reset to their default values.