Hi, I just looked that the UIElement, the first Control I was looking for a Panel and a Grid Controls. They are essential controls to make a sophisticated Editor. I'm sure you guys are working on it and I was wondering about ETA. Thanks.
Hello, I am not exactly sure about a "Panel" control refers to. If you could give an example maybe we could redirect you to something similar. Regarding a Grid Control, the layout system is quite flexible in that it natively support wrapping around to give a grid effect. For example see the following UXML/USS files: grid.uxml Code (CSharp): <?xml version="1.0" encoding="utf-8"?> <UXML xmlns="UnityEngine.UIElements"> <VisualElement name="root"> <Style path="Assets/Editor/grid.uss" /> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> <VisualElement/> </VisualElement> </UXML> grid.uss Code (CSharp): #root { flex-direction: row; flex-wrap: wrap; } #root * { background-color: #F00; width: 100px; height: 100px; margin-bottom:10px; margin-right: 10px; }
What's you shown me is more like Panel control. In Grid conrol, you can control layout the size of each grid using rows and columns Here is a simple tutorial. https://www.wpf-tutorial.com/panels/grid-rows-and-columns/
I do not know if unity already supports it's in uss, but in css exitst Gid Layout. https://css-tricks.com/snippets/css/complete-guide-grid/
Not something USS currently supports but something we're considering adding. Thanks for the feedback!
I think a Grid is essential. . . . AKA the HTML Table . . . it would make organizing editor content more intuitive.
A constraint solver using the cassowary algorithm would be really nice. Apple uses it for its Auto Layout system.
If you cant see 2 by 3 layout in unity then go to layout and click on revert factory setting. After that go again to layout and then you will see 2 by 3 layout there.