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FastGUI - The perfect solution for GUI Placement form Photoshop to Unity3D | RELEASED

Discussion in 'Assets and Asset Store' started by badawe, Oct 26, 2012.

  1. badawe

    badawe

    Joined:
    Jan 17, 2011
    Posts:
    297
    Looks like a problem with the especial characters when generate export from PSD. LIke some Group with names like: "/" or "ç" can you please take a look if was that?
     
  2. ibps13

    ibps13

    Joined:
    Oct 6, 2012
    Posts:
    113
    I'v already checked but no special character, you can find the .xml generated:

    PHP:
    <?xml version="1.0" encoding="UTF-8"?>
    <psd width="991" height="674">
    <layer type='ANCHOR'> 
            <name>OUTILS</name>
            <path></path>
            <posX>151.5</posX>
            <posY>336</posY>
            <layerID>7489</layerID>
    </layer> 
    <layer type='ANCHOR'> 
            <name>Resetapp</name>
            <path>OUTILS</path>
            <posX>151.5</posX>
            <posY>632.5</posY>
            <layerID>6701</layerID>
    </layer> 
    <layer type='SPRITE'> 
            <name>bgreset</name>
            <path>OUTILS/Resetapp</path>
            <posX>128</posX>
            <posY>632.5</posY>
            <source>Resetapp_bgreset.png</source>
            <layerID>7435</layerID>
    </layer> 
    <layer type='IMAGEBUTTON'> 
            <name>ibtn_openicon</name>
            <path>OUTILS/Resetapp</path>
            <posX>273</posX>
            <posY>632.5</posY>
            <layerID>7472</layerID>
            <states> 
                    <pressed>ibtn_openicon_pressed.png</pressed>
                    <hover>ibtn_openicon_hover.png</hover>
                    <idle>ibtn_openiconidle.png</idle>
            </states>
    </layer> 
    <layer type='IMAGEBUTTON'> 
            <name>ibtn_reseticon</name>
            <path>OUTILS/Resetapp</path>
            <posX>187</posX>
            <posY>632</posY>
            <layerID>6875</layerID>
            <states> 
                    <pressed>ibtn_reseticon_pressed.png</pressed>
                    <hover>ibtn_reseticon_hover.png</hover>
                    <idle>ibtn_reseticonidle.png</idle>
            </states>
    </layer> 
    <layer type='ANCHOR'> 
            <name>Zoom</name>
            <path>OUTILS</path>
            <posX>128</posX>
            <posY>563.5</posY>
            <layerID>6497</layerID>
    </layer> 
    <layer type='SPRITE'> 
            <name>bgzoom</name>
            <path>OUTILS/Zoom</path>
            <posX>128</posX>
            <posY>563.5</posY>
            <source>Zoom_bgzoom.png</source>
            <layerID>7442</layerID>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_zoom</name>
            <path>OUTILS/Zoom</path>
            <posX>126</posX>
            <posY>573</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_zoom_thumb.png</thumb>
                    <foreground>sld_zoom_foreground.png</foreground>
                    <background>sld_zoom_background.png</background>
            </states>
    </layer> 
    <layer type='IMAGEBUTTON'> 
            <name>ibtn_moins</name>
            <path>OUTILS/Zoom</path>
            <posX>30</posX>
            <posY>562.5</posY>
            <layerID>6887</layerID>
            <states> 
                    <pressed>ibtn_moins_pressed.png</pressed>
                    <hover>ibtn_moins_hover.png</hover>
                    <idle>ibtn_moinsidle.png</idle>
            </states>
    </layer> 
    <layer type='IMAGEBUTTON'> 
            <name>ibtn_plus</name>
            <path>OUTILS/Zoom</path>
            <posX>226</posX>
            <posY>563</posY>
            <layerID>6885</layerID>
            <states> 
                    <pressed>ibtn_plus_pressed.png</pressed>
                    <hover>ibtn_plus_hover.png</hover>
                    <idle>ibtn_plusidle.png</idle>
            </states>
    </layer> 
    <layer type='ANCHOR'> 
            <name>RotateVerticale</name>
            <path>OUTILS</path>
            <posX>128</posX>
            <posY>492.5</posY>
            <layerID>6511</layerID>
    </layer> 
    <layer type='SPRITE'> 
            <name>bgrotateY</name>
            <path>OUTILS/RotateVerticale</path>
            <posX>128</posX>
            <posY>492.5</posY>
            <source>RotateVerticale_bgrotateY.png</source>
            <layerID>6871</layerID>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_rotateY</name>
            <path>OUTILS/RotateVerticale</path>
            <posX>166</posX>
            <posY>491</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_rotateY_thumb.png</thumb>
                    <foreground>sld_rotateY_foreground.png</foreground>
                    <background>sld_rotateY_background.png</background>
            </states>
    </layer> 
    <layer type='ANCHOR'> 
            <name>RotateHorizontale</name>
            <path>OUTILS</path>
            <posX>128</posX>
            <posY>422.5</posY>
            <layerID>6523</layerID>
    </layer> 
    <layer type='SPRITE'> 
            <name>bgrotateX</name>
            <path>OUTILS/RotateHorizontale</path>
            <posX>128</posX>
            <posY>422.5</posY>
            <source>RotateHorizontale_bgrotateX.png</source>
            <layerID>6858</layerID>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_rotateX</name>
            <path>OUTILS/RotateHorizontale</path>
            <posX>166</posX>
            <posY>423</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_rotateX_thumb.png</thumb>
                    <foreground>sld_rotateX_foreground.png</foreground>
                    <background>sld_rotateX_background.png</background>
            </states>
    </layer> 
    <layer type='ANCHOR'> 
            <name>Ajustementsilhouettes</name>
            <path>OUTILS</path>
            <posX>128</posX>
            <posY>195</posY>
            <layerID>6524</layerID>
    </layer> 
    <layer type='SPRITE'> 
            <name>bgsliders</name>
            <path>OUTILS/Ajustementsilhouettes</path>
            <posX>128</posX>
            <posY>195</posY>
            <source>Ajustementsilhouettes_bgsliders.png</source>
            <layerID>6622</layerID>
    </layer> 
    <layer type='ANCHOR'> 
            <name>slidersmorph</name>
            <path>OUTILS/Ajustementsilhouettes</path>
            <posX>122</posX>
            <posY>212</posY>
            <layerID>6425</layerID>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_ribcage</name>
            <path>OUTILS/Ajustementsilhouettes/slidersmorph</path>
            <posX>122</posX>
            <posY>356</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_ribcage_thumb.png</thumb>
                    <foreground>sld_ribcage_foreground.png</foreground>
                    <background>sld_ribcage_background.png</background>
            </states>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_thigh</name>
            <path>OUTILS/Ajustementsilhouettes/slidersmorph</path>
            <posX>122</posX>
            <posY>287</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_thigh_thumb.png</thumb>
                    <foreground>sld_thigh_foreground.png</foreground>
                    <background>sld_thigh_background.png</background>
            </states>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_hip</name>
            <path>OUTILS/Ajustementsilhouettes/slidersmorph</path>
            <posX>122</posX>
            <posY>216</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_hip_thumb.png</thumb>
                    <foreground>sld_hip_foreground.png</foreground>
                    <background>sld_hip_background.png</background>
            </states>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_abdomenarea</name>
            <path>OUTILS/Ajustementsilhouettes/slidersmorph</path>
            <posX>122</posX>
            <posY>143</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_abdomenarea_thumb.png</thumb>
                    <foreground>sld_abdomenarea_foreground.png</foreground>
                    <background>sld_abdomenarea_background.png</background>
            </states>
    </layer> 
    <layer type='SLIDER'> 
            <name>sld_loin</name>
            <path>OUTILS/Ajustementsilhouettes/slidersmorph</path>
            <posX>122</posX>
            <posY>68</posY>
            <layerID>13</layerID>
            <states> 
                    <thumb>sld_loin_thumb.png</thumb>
                    <foreground>sld_loin_foreground.png</foreground>
                    <background>sld_loin_background.png</background>
            </states>
    </layer> 
    </psd>
    and psd files:

    View attachment $test.psd

    thx for help
     
  3. badawe

    badawe

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    Jan 17, 2011
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    I'll give a try, and back with answer soon!
     
  4. Uncasid

    Uncasid

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    Oct 5, 2012
    Posts:
    193
    I am noticing a certain state that is missing from the list of options when building a GUI.. Disabled.. Any chance we can get that put in for each widget?
     
  5. badawe

    badawe

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    The exporter already have this, but the Widgets of NGUI don't =/
     
  6. ibps13

    ibps13

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    Oct 6, 2012
    Posts:
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    Hi badawe,

    it looks more complicated :)

    I also tried to rename, change, simplify psd but it's same error.

    any news ?

    thx
     
  7. badawe

    badawe

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    can you please email me the PSD? I can't download here!
    sent to bruno [a] monsterjuice.com.br
     
  8. ibps13

    ibps13

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    Oct 6, 2012
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    send :)
     
  9. badawe

    badawe

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    Jan 17, 2011
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    Thank you for the feedback! I hope all your problems are solved by now!
    We already submitted a update to Asset Store with this update too!
     
  10. badawe

    badawe

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    Jan 17, 2011
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    The new update containing this will be live in the next day!
     
  11. ibps13

    ibps13

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    Just say BIG THANKS !! fast and useful help, definitively a must have for NGUI user !!! thanks Bruno !
     
  12. badawe

    badawe

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    You are wellcome :)

    Thanks for your feedback!
     
  13. gregmax17

    gregmax17

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    So what is the minimum PS version required? I am using CS3, still.
     
  14. badawe

    badawe

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    We tested in the new versions only, but some users who have CS2 already tried and worked!
     
  15. gregmax17

    gregmax17

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    Jan 23, 2011
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    Awesome to hear!

    Forgot to ask, how does the HD and SD and iPod/iPad work? Is there a tutorial for that?
     
  16. badawe

    badawe

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    Jan 17, 2011
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    Actuality the FastGUI only exports one version, but we can make one option to generate one "half version" with the images in the half size of the original!

    But for make this work in your project you need to follow theses steps:
    http://www.tasharen.com/forum/index.php?topic=832

    But, we will implement that for sure!
     
  17. BTStone

    BTStone

    Joined:
    Mar 10, 2012
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    Another thing: What about the Workflow between Illustrator -> Photoshop -> Unity/FastGUI

    When we make our Assets in Illustrator we got there a lot layers, then we import them into Photoshop and got only one Layer.
    How does FastGUI handle that?
     
  18. badawe

    badawe

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    Sadly, by now, the result will be only one layer. Because the exporter plugin only reads and works with Photoshop Layers.,
     
  19. BTStone

    BTStone

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    Do you consider the same Process for Illustrator in a near future?
     
  20. badawe

    badawe

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    Humm, this can be done, but is not on our priority list by now.
     
  21. BTStone

    BTStone

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    I would love you! :D
    As i mentioned: a near future :p

    Anyway, keep up the good work/support.
     
  22. MythicalCity

    MythicalCity

    Joined:
    Feb 10, 2011
    Posts:
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    Hi, I have a question about the ProgressBar. Is there a way to have the Background and Foreground as sliced sprites? often things like that don't need to be full sprites or even filled sprites. I'd love to save space on my texture atlas :)
     
  23. halzy

    halzy

    Joined:
    Aug 6, 2009
    Posts:
    1
    Hi, I sent a couple patches to you in PM.

    Cheers,
    Halzy
     
  24. badawe

    badawe

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    Sure this can be done, but maybe this is something so individual, that the best is you do this by yourself in your project, if you want i can email you one example!

    Amazing improves! Thanks for that, can you please check your PM!
     
  25. JoshOClock

    JoshOClock

    Joined:
    Dec 8, 2010
    Posts:
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    I went through the manual and I can see the example scene in Unity but it has no functionality (buttons won't click, etc.)

    My guess is because I used Export Sprites because Export Widgets didn't seem to do anything when run through photoshop. Could be because I'm using CS3? Was there any info on whether it worked or not?
     
  26. badawe

    badawe

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    Hey JoshOClock, if you run using ExtendScript Toolkit you can debug this kind of information.
     
  27. merlin981

    merlin981

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    Apr 16, 2012
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    I'm having a problem importing input fields with FastGUI. It will create the NGUI components, but they are not editable. There are a few differences between the FastGUI created input and an NGUI created one.

    For example, NGUI includes a "Background" object, and the collider is set to "Is Trigger".

    Attached is the PSD I'm using for a simple Login screen. Maybe you could tell me what I'm doing wrong for the input fields?

    Thanks.
     

    Attached Files:

  28. merlin981

    merlin981

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    Apr 16, 2012
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    I just found and resolved the issue. FastGUI was not setting the "Layer" tag for the imported items to match the same layer the parent panel was using. Once I updated the layer on all the FastGUI imported items, everything worked.
     
  29. lggmonclar

    lggmonclar

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    Oct 17, 2012
    Posts:
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    Hey merlin981, thanks for trying FastGUI!

    Unfortunately, we weren't able to reproduce the problem you were having. The input field was successfully imported from your PSD file to my test Unity Project. Do you have any extra information to share about this issue?

    It's good that you found a solution yourself, but it would be even better if we could make sure that this issue doesn't happen again for you or any other users.

    Thanks again!
     
  30. merlin981

    merlin981

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    The issue I had was that the imported widgets were set to the Default layer, instead of the layer I had created and previously assigned when I create the base NGUI panel.
     
  31. Tripwire

    Tripwire

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    Oct 12, 2010
    Posts:
    442
    Hi,

    Is it possible to make the atlas that fastgui creates smaller? I have 4 panels which all take 64MB memory which is way to much to use on an IOS device. I tried to make the source pictures smaller in the Unity3D import settings but that doesn't seem to help. And when i make the atlas png file smaller the layout is messed up.

    What i also noticed is that Unity3D says the texture file of the atlas is 64.0MB in size but when i check the actual file size it is 897Kb.
     
  32. cjubb

    cjubb

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    I have been using FastGUI for about a week now on Mac OSX. It seems to randomly crash Photoshop during the export process when it is started from the File -> Scripts menu.
    I have had better luck running it using the ExtendScript program - by opening the jsx script and hitting 'Run'.

    Do you know why this is happening? And are you planning to do anything to fix it?

    Thanks
     
  33. badawe

    badawe

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    Hey @Tripwire, this is determined by the amount of sprite you put on it. If you getting large atlas, maybe you should consider split it?


    Hey @cjubb, we already noticed that, and sadly this is something we can't figure what is going on yet. But we are reworking on the script, hope we can have a better and more stable version soon!



    Sorry about the delay in answer, I'm out on vacation on the last week! But now is everything back on track!
     
  34. dsjunnesson

    dsjunnesson

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    Hey,

    I just bought FastGUI and imported it to my project. Directly it throws a ton of error. See below for the errors that it throws after import. Any ideas what is wrong? Feels not so good to just have paid 25 dollars to get tons of errors the first thing...
     
  35. dsjunnesson

    dsjunnesson

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    This was solved by updating the NGUI to the latest version. Might be good to have some small notification regarding this is needed in the manual and what version of NGUI this was tested on.

    The new problem I have now is that the GUI that is created dosnt react on mouse over, press and so on. All of the elements have scripts attached to them for example "UIImage Button" on the button but dosnt react. If I create a new button through the NGUI interface using the same atlas that is created the button works fine. Any ideas on what is causing this?
     
    Last edited: Jan 7, 2013
  36. dsjunnesson

    dsjunnesson

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    I seem to have solved the above problem also after some tinkering. Turns out that the problem was that FastGUI imported the buttons/sliders and so on to Default layer while my GUI panel is on my GUILayer. Changing that solved that problem and now it seems to work fine. :)
     
  37. kamil.slawicki

    kamil.slawicki

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    Jun 28, 2011
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    have you tried fixing the problem with scripting? I was just having the same problem an hour ago.
     
  38. dsjunnesson

    dsjunnesson

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    No I just changed the layer for all the generated content and it seems to work ok. If you find a better solution please share.
     
  39. joel.oliveira

    joel.oliveira

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    Aug 27, 2012
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    First of all, thanks for this wonderful tool.

    Only one problem though: is there anyway to create NGUI's Scrollbars e Popuplist? Do I need to do an hack on the Photoshop and Unity Scripts or should I do it other way?

    Thanks for your time. Best Regards,
    Joel Oliveira
     
  40. lnjuanj

    lnjuanj

    Joined:
    Jan 2, 2013
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    Thanks for FastGUI.

    I have several image buttons that share the same sprites, I put the layers with the same name but when import it to Unity from Photoshop FastGUI doesn't recognize them as the same sprite and creates the sprite once for each button. Which folder structure do I need to use to solve this?
     
  41. ZaTo_MaSo

    ZaTo_MaSo

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    Nov 13, 2012
    Posts:
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    Hello there,

    I'm still pretty new to FastGUI, but I couldn't achieve two things concerning the buttons : setting a label or a 9-scaled image inside a a button state (idle, pressed ....). It's like the state group in photoshop is being merged without considering whether the sub-layers have a special prefix or not.
    It is normal or am i missing something (like combining prefixes maybe) ?
     
  42. Bowie-Xu

    Bowie-Xu

    Joined:
    Sep 14, 2011
    Posts:
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    Hi
    The photoshop CS5 crashed when I tried to run FastGUIExporter.jsx

    Code (csharp):
    1. /*/Enable Async IO.plugin/Contents/MacOS/Enable Async IO
    2.        0x10b3e0000 -        0x10b3e9fff +FastCore (???) <F1D1C94D-4FE1-F969-6FC2-8D81837CA5E1> /Applications/Adobe Photoshop CS5/*/FastCore.plugin/Contents/MacOS/FastCore
    3.        0x10b614000 -        0x10b617fff  com.apple.IOAccelerator (19.0.26 - 19.0.26) <9DF4BBA7-14F1-35F9-9C4B-4F732B25836A> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator
    4.        0x10b61e000 -        0x10b621ff7  libCoreFSCache.dylib (24.4) <C375CAA0-F91F-3D9F-AF90-DB951BD86983> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib
    5.        0x10c1ce000 -        0x10c20bfeb +com.adobe.AAM.AdobeUpdaterNotificationFramework (UpdaterNotifications 1.0.0.64 - 1.0.0.64) <CD8BD7C7-0F66-29B6-C158-A6EF8DF69996> /Applications/Adobe Photoshop CS5/Adobe Photoshop CS5.app/Contents/Frameworks/updaternotifications.framework/Versions/a/UpdaterNotifications
    6.        0x10d540000 -        0x10d5a3ff3 +MMXCore (???) <2DB6FA8E-4373-9823-C4F5-A9F5F8F80717> /Applications/Adobe Photoshop CS5/*/MMXCore.plugin/Contents/MacOS/MMXCore
    7.        0x10d629000 -        0x10d694ff0 +MultiProcessor Support (???) <1334B570-C713-3767-225F-3C1CBA1BF37C> /Applications/Adobe Photoshop CS5/*/MultiProcessor Support.plugin/Contents/MacOS/MultiProcessor Support
    8.        0x10da21000 -        0x10da21ff1 +cl_kernels (???) <D5F7D0C8-DA15-4675-97F6-67AAF8500B05> cl_kernels
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    209.     0x7fff9050f000 -     0x7fff90699fff  com.apple.WebKit (8536 - 8536.26.14) <7C4D5DE6-7153-3E54-8D4F-BB2E9AE74878> /System/Library/Frameworks/WebKit.framework/Versions/A/WebKit
    210.     0x7fff9069a000 -     0x7fff90702fff  libvDSP.dylib (380.6) <CD4C5EEB-9E63-30C4-8103-7A5EAEA0BE60> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib
    211.     0x7fff9076b000 -     0x7fff9076efff  libRadiance.dylib (845) <E8956A35-494E-3014-8B86-362D32576116> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib
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    213.     0x7fff90780000 -     0x7fff9087dfff  libsqlite3.dylib (138.1) <ADE9CB98-D77D-300C-A32A-556B7440769F> /usr/lib/libsqlite3.dylib
    214.     0x7fff9087e000 -     0x7fff9088cfff  com.apple.Librarian (1.1 - 1) <1635162F-239A-341E-83C7-710C55E254AF> /System/Library/PrivateFrameworks/Librarian.framework/Versions/A/Librarian
    215.     0x7fff9088d000 -     0x7fff9094aff7  com.apple.ColorSync (4.8.0 - 4.8.0) <6CE333AE-EDDB-3768-9598-9DB38041DC55> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync
    216.     0x7fff9094b000 -     0x7fff90a3bff7  com.apple.DiskImagesFramework (10.8 - 344) <3A30B9B5-5099-35E2-9DCD-C96764FA2D26> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages
    217.     0x7fff90a3c000 -     0x7fff90a4fff7  com.apple.LangAnalysis (1.7.0 - 1.7.0) <2F2694E9-A7BC-33C7-B4CF-8EC907DF0FEB> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis
    218.     0x7fff90a50000 -     0x7fff90c39fff  com.apple.CoreFoundation (6.8 - 744.12) <EF002794-DAEF-31C6-866C-E3E3AC387A9F> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
    219.     0x7fff90c9f000 -     0x7fff90ce7fff  com.apple.framework.CoreWiFi (1.0 - 100.10) <0E863B4A-1094-3F8D-BEDE-D99537E9C588> /System/Library/Frameworks/CoreWiFi.framework/Versions/A/CoreWiFi
    220.     0x7fff90ceb000 -     0x7fff90d45fff  com.apple.print.framework.PrintCore (8.1 - 387.1) <1FA17B75-33E6-35BD-9198-35F92E37B248> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore
    221.     0x7fff90d46000 -     0x7fff90d71fff  com.apple.framework.Apple80211 (8.0.1 - 801.17) <05786C8E-8C6F-31AF-80B5-9C98175757B4> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211
    222.     0x7fff90d84000 -     0x7fff90dd1fff  com.apple.CoreMediaIO (301.0 - 4147) <61E348A5-1F9E-3390-9613-3EACE40DBD8C> /System/Library/Frameworks/CoreMediaIO.framework/Versions/A/CoreMediaIO
    223.     0x7fff90e6a000 -     0x7fff90e6cff7  libunc.dylib (25) <92805328-CD36-34FF-9436-571AB0485072> /usr/lib/system/libunc.dylib
    224.     0x7fff90e90000 -     0x7fff90f11fff  com.apple.Metadata (10.7.0 - 707.3) <A45D75C1-B311-39F0-AF4A-63FCCC098C1D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata
    225.     0x7fff90f17000 -     0x7fff90f18ff7  libdnsinfo.dylib (453.18) <E7595861-ECF9-336E-9901-BED2620FAA80> /usr/lib/system/libdnsinfo.dylib
    226.     0x7fff90f19000 -     0x7fff90fa6ff7  com.apple.SearchKit (1.4.0 - 1.4.0) <C7F43889-F8BF-3CB9-AD66-11AEFCBCEDE7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit
    227.     0x7fff90fa7000 -     0x7fff91142fef  com.apple.vImage (6.0 - 6.0) <FAE13169-295A-33A5-8E6B-7C2CC1407FA7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
    228.     0x7fff91143000 -     0x7fff91143fff  com.apple.AOSMigrate (1.0 - 1) <585B1483-490E-32DD-97DC-B9279E9D3490> /System/Library/PrivateFrameworks/AOSMigrate.framework/Versions/A/AOSMigrate
    229.     0x7fff9118c000 -     0x7fff91190ff7  com.apple.CommonPanels (1.2.5 - 94) <AAC003DE-2D6E-38B7-B66B-1F3DA91E7245> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
    230.     0x7fff911a0000 -     0x7fff911d4fff  com.apple.securityinterface (6.0 - 55024.4) <614C9B8E-2056-3A41-9A01-DAF74C97CC43> /System/Library/Frameworks/SecurityInterface.framework/Versions/A/SecurityInterface
    231.     0x7fff911d5000 -     0x7fff912eeff7  com.apple.ImageIO.framework (3.2.0 - 845) <553B9828-A7D9-3AE4-A214-1C33417545FD> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO
    232.     0x7fff912ef000 -     0x7fff912fafff  libsystem_notify.dylib (98.5) <C49275CC-835A-3207-AFBA-8C01374927B6> /usr/lib/system/libsystem_notify.dylib
    233.     0x7fff912fb000 -     0x7fff915a9fff  com.apple.imageKit (2.2 - 667) <66A64289-6259-335E-9D8C-E3E02ECE7837> /System/Library/Frameworks/Quartz.framework/Versions/A/Frameworks/ImageKit.framework/Versions/A/ImageKit
    234.     0x7fff915aa000 -     0x7fff9163bfff  com.apple.CorePDF (2.0 - 2) <EB5660B1-0D79-34F3-B242-B559AE0A5B4A> /System/Library/PrivateFrameworks/CorePDF.framework/Versions/A/CorePDF
    235.     0x7fff9163c000 -     0x7fff91686ff7  libGLU.dylib (8.6.1) <DF45C1E3-3884-3991-B84F-F39B482E8BF8> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
    236.     0x7fff91687000 -     0x7fff91687fff  com.apple.Accelerate (1.8 - Accelerate 1.8) <6AD48543-0864-3D40-80CE-01F184F24B45> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
    237.     0x7fff91688000 -     0x7fff916b3fff  libxslt.1.dylib (11.3) <441776B8-9130-3893-956F-39C85FFA644F> /usr/lib/libxslt.1.dylib
    238.     0x7fff916b4000 -     0x7fff9170efff  com.apple.Suggestions (2.0 - 102.1) <05D8D892-9A31-301A-BD24-D8A89B2AC905> /System/Library/PrivateFrameworks/Suggestions.framework/Versions/A/Suggestions
    239.     0x7fff91c48000 -     0x7fff91c85fe7  libGLImage.dylib (8.6.1) <7F31DD61-3110-3541-A9BB-035CD1262E50> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
    240.     0x7fff91c86000 -     0x7fff91c9dfff  com.apple.CFOpenDirectory (10.8 - 151.10) <FFBBA538-00B5-334E-BA5B-C8AD6CDCDA14> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory
    241.     0x7fff91c9e000 -     0x7fff91ca0fff  libquarantine.dylib (52) <4BE2E642-A14F-340A-B482-5BD2AEFD9C24> /usr/lib/system/libquarantine.dylib
    242.  
    243. External Modification Summary:
    244.   Calls made by other processes targeting this process:
    245.     task_for_pid: 13
    246.     thread_create: 0
    247.     thread_set_state: 0
    248.   Calls made by this process:
    249.     task_for_pid: 0
    250.     thread_create: 0
    251.     thread_set_state: 0
    252.   Calls made by all processes on this machine:
    253.     task_for_pid: 2828
    254.     thread_create: 1
    255.     thread_set_state: 0
    256.  
    257. VM Region Summary:
    258. ReadOnly portion of Libraries: Total=337.1M resident=271.0M(80%) swapped_out_or_unallocated=66.1M(20%)
    259. Writable regions: Total=659.5M written=237.2M(36%) resident=304.4M(46%) swapped_out=0K(0%) unallocated=355.2M(54%)
    260.  
    261. REGION TYPE                      VIRTUAL
    262. ===========                      =======
    263. ATS (font support)                 33.1M
    264. CG backing stores                  11.7M
    265. CG image                           1572K
    266. CG raster data                      116K
    267. CG shared images                    256K
    268. CoreImage                             8K
    269. CoreServices                       3932K
    270. IOKit                             175.5M
    271. IOKit (reserved)                   2112K        reserved VM address space (unallocated)
    272. MALLOC                            369.6M
    273. MALLOC guard page                    48K
    274. Memory tag=240                     32.0M
    275. Memory tag=242                       12K
    276. Memory tag=243                        8K
    277. Memory tag=251                       40K
    278. OpenCL                               52K
    279. OpenGL GLSL                        1152K
    280. SQLite page cache                    96K
    281. STACK GUARD                        56.1M
    282. Stack                              34.7M
    283. VM_ALLOCATE                        17.1M
    284. __DATA                             46.0M
    285. __IMAGE                             528K
    286. __LINKEDIT                         69.1M
    287. __TEXT                            268.0M
    288. __UNICODE                           544K
    289. mapped file                       177.6M
    290. shared memory                      20.3M
    291. ===========                      =======
    292. TOTAL                               1.3G
    293. TOTAL, minus reserved VM space      1.3G
    294.  
    295. Model: iMac11,3, BootROM IM112.0057.B01, 2 processors, Intel Core i3, 3.2 GHz, 12 GB, SMC 1.59f2
    296. Graphics: ATI Radeon HD 5670, ATI Radeon HD 5670, PCIe, 512 MB
    297. Memory Module: BANK 0/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54313235533654465238432D48392020
    298. Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1333 MHz, 0x80AD, 0x484D54313235533654465238432D48392020
    299. Memory Module: BANK 0/DIMM1, 4 GB, DDR3, 1333 MHz, 0x0198, 0x393930353432382D3037332E4130304C4620
    300. Memory Module: BANK 1/DIMM1, 4 GB, DDR3, 1333 MHz, 0x0198, 0x393930353432382D3037332E4130304C4620
    301. AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0x8F), Atheros 9280: 4.0.70.23-P2P
    302. Bluetooth: Version 4.0.9f33 10885, 2 service, 18 devices, 1 incoming serial ports
    303. Network Service: AirPort, AirPort, en1
    304. Serial ATA Device: SAMSUNG HD103SJ, 1 TB
    305. Serial ATA Device: HL-DT-STDVDRW  GA32N
    306. USB Device: hub_device, 0x0424  (SMSC), 0x2514, 0xfa100000 / 2
    307. USB Device: iPad, apple_vendor_id, 0x12a4, 0xfa140000 / 6
    308. USB Device: U3 Cruzer Micro, 0x0781  (SanDisk Corporation), 0x5406, 0xfa130000 / 7
    309. USB Device: BRCM2046 Hub, 0x0a5c  (Broadcom Corp.), 0x4500, 0xfa110000 / 4
    310. USB Device: Bluetooth USB Host Controller, apple_vendor_id, 0x8215, 0xfa111000 / 5
    311. USB Device: Internal Memory Card Reader, apple_vendor_id, 0x8403, 0xfa120000 / 3
    312. USB Device: hub_device, 0x0424  (SMSC), 0x2514, 0xfd100000 / 2
    313. USB Device: USB OPTICAL MOUSE, 0x15d9, 0x0a4d, 0xfd130000 / 6
    314. USB Device: Flash Disk, 0x0204, 0x6025, 0xfd140000 / 5
    315. USB Device: IR Receiver, apple_vendor_id, 0x8242, 0xfd120000 / 4
    316. USB Device: Built-in iSight, apple_vendor_id, 0x8502, 0xfd110000 / 3
    My environment is mac os x mountain lion (10.8.2) and when I tried to open "template gui.psd" file with CS5, I got two warnings:



     
  43. badawe

    badawe

    Joined:
    Jan 17, 2011
    Posts:
    297
    Looks your PSD have some Group with some special characters on it! This is not allowed.

    And for the other erros, you need to install the font before open the psd file!
     
  44. Itchigon

    Itchigon

    Joined:
    Oct 24, 2012
    Posts:
    1
    Do you have a better tutorial for using dynamic labels (inp_)? I don't understand what to do as the manual is a bit confusing for me at that point. Say I want to use Calibri as the font of the inp_, how would I go about doing it?

    At the moment when I go to export widgets it works up until the inp_Calibri, where it opens the Script Editor and stops working through the document.
     
  45. obrassard

    obrassard

    Joined:
    Feb 5, 2013
    Posts:
    2
    Hi,
    On the current project I am working on, we are considering using something like FastGUI. However, a lot of factors come into play. One of them being the workflow and the tools we will be using.
    Basically, we would have an artist creating a UI layout through photoshop, and a developer would be the one implementing the layout. Due to license cost reasons among other things, the artist would be the only one using photoshop, and the dev is the only one with Unity.
    So the questions is: does FastGUI support that type of workflow, where the exporting from photoshop and the importing to Unity are completely decoupled?
    Thanks!
     
  46. badawe

    badawe

    Joined:
    Jan 17, 2011
    Posts:
    297
    Absolutely, it is exactly our Flow here at Monster Juice, but the developer is the one who open the PSD at Photoshop and export with FastGUI, but surely you can make your artis do that, and send the FastGUI folder to developer.
     
  47. obrassard

    obrassard

    Joined:
    Feb 5, 2013
    Posts:
    2
    If the developer opens the PSD in Photoshop, doesn't it mean he needs to have Photoshop?
    Or if the artist is the one exporting from Photoshop to Unity, doesn't it mean that he needs to own Unity?
    Or maybe there is something I didn't understand either in how FastGUI works, or in your answer. Thanks!
     
  48. .tga

    .tga

    Joined:
    Feb 6, 2013
    Posts:
    1
    Hello, we just purchased FastGUI and I have some questions...

    Do you support regular NGUI buttons or only Image Buttons? I ask this because our project is going to be localized so we can't have texts as images and I couldn't find any button prefixes in your manual(only image buttons).

    Also, I can't get the reimport Output thing to work... I am exporting the modified psd file and doing the reimport in Unity but nothing changes...

    I'm also having trouble with the workflow.. for example, how do you handle grids? Do you just make them manually in NGUI?

    Thanks!
     
    Last edited: Feb 7, 2013
  49. Marasto

    Marasto

    Joined:
    Feb 4, 2013
    Posts:
    3
    Hi guys,

    tried FastGUI for a while.. Not really ready for "producion" but still useful. By the way, depending on how the artist work, not always the exporter does really the correct job. In particular when the layer that compose the images contains a lot of extra transparent pixel or clipping area that are really applied only when the whole group is rasterised.
    Also another things that really make that tool less usable is the naming convention u choose. That it is right in case u have a single page.. but if u need to use FastGUI for make a large set of menu pages that share a lot of element that doesn't really work well.

    I did some modification so:
    Added support for Button and other things.
    Changes in your hierarchy to let me specify the name of the GUI element node and the image that they are referencing
    Reuse/share images used during widget export and the possibility to specify what atlas and to export/use. The will let a menu page to use more than one atlas or to use/export images from to different atlases if necessary.
    Object "instantiation": do not really require to always have a full fledged hierarchy but simply put an image that is the graphics representation of a complex component and let the importer search in the "prefab" database, build from another PSD, and instance them in position.
    Fixes to handle some problem with layers with transparent pixel not clipped correctly
    Optimized the exporter a bit
    Working: Adding logic to define the border of a sliced sprite using mask (or a specific box)

    There of course many different things that need to considered when using that tool. In particular the workflow to be really good should be like that (in my opinion)

    Let define a "common" PSD that contains all the images that will be reused in many places. Inside there u will also need to define for all the sliced images use as base for the sliced sprite the border.
    Make each layer a smart object probably to let u easily reuse inside other menu pages.
    Export them only for sake of building a shared/starting atlas (sprite exporting should be good enough for that purpose)

    Build every other menu as usual and re-use where necessary the part u did in the common PSD, scale or "slice" (that is not really possible in photoshop without an extension or plugin), in any case use the right name.

    Specify the atlas you are using before importing or modify the script to search an atlas with that name... Because all the used image are already in the atlas nothing happen and u will not re-import the larger version. All that are not inside that atlas and contained in the page will be imported and the atlas updated (the common one)

    That will work only if u want to have a single atlas for the whole menu (really a good things, but sometime it is impossible due to the asset), in case of multiple atlases needs in any case some modification of the workflow are necessary or u need to modify the scripts (both import and export)

    I modified the script and the logic a bit brutally so they are not good to be shared .. (and I really can't). But I would like to share my though about that so I hope the author will modify/upgrade the tool to make them more and more useful
     
  50. EnergyStar

    EnergyStar

    Joined:
    Feb 22, 2013
    Posts:
    2
    In FastGUIExporter.jsx file...

    function ExportAnchor(pDoc, pTargetObj, pPath)
    {
    var tLayerID = getActiveLayerID();
    layerData = cLayer(pDoc, pTargetObj);

    layerReadCount <-------------------------------------------------- WHAT IS IT? IT'S ERROR?
    str += "<layer type='ANCHOR'> \n";
    str += " <name>"+pTargetObj.name+"</name>\n";
    ...