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[RELEASED] Notes - Your Hub for Object Notes, simple Tasks and Team Communication

Discussion in 'Assets and Asset Store' started by roykoma, Feb 17, 2020.

  1. roykoma

    roykoma

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    Notes is your hub for object notes, simple tasks and teamcommunication in Unity

    Buy it on the AssetStore

    Support On Discord


    Are you tires of tediously having to explain something to you coworkers? Are you sick of post-it's and hundreds of notepad lines? Do you want to note down and see exactly what you see? Then this asset is for you.

    Create Notes, discuss your scene and more

    Features:
    • Create Categories for your notes with a name and a color
    • Create Notes for your GameObjects, Project Assets and without any object related
    • Save and share your scene view state so you and others can see what you see with the click of a button
    • Resolve, Filter and Comment your notes
    Buy it on the AssetStore

    If you find any bugs or need any help please don't hesitate to notify me about it here or on discord (link above).
     
    Last edited: Feb 26, 2020
    EN_Games likes this.
  2. roykoma

    roykoma

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    There are still some free vouchers available if you are interested and willing to write an honest review. Just hit me up with a pm or write here!
     
  3. realcosmik

    realcosmik

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    just checked this out on the asset store wow looks fantastic, still any voucher codes left?
     
  4. roykoma

    roykoma

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    Thank you!

    Sadly there are no vouchers left.
     
  5. ch1ky3n

    ch1ky3n

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    This is by far the best notes program, by the way, I would like to request a feature that enables us to export all the notes in a text file (Summary of all the notes) to serve as documentation and as a report for our superior. This would be awesome!
     
  6. roykoma

    roykoma

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    Thanks a lot!

    An export feature sure sounds handy - do you have a suggestion on how one such exported file could look like?

    Kind regards
    Roy
     
  7. ch1ky3n

    ch1ky3n

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    Well, I'm not a fancy type of person, so you shouldn't count on me when it comes to the proper standard looks.

    I would be super satisfied with something like this :

    ------------------------
    *Bug*
    -----------------------
    (01/01/2020 02.45)
    Allen : Glitch when jumping !

    (01/01/2020 03.45)
    Roy : Noted

    (01/01/2020 04.45)
    Roy : Done!

    <Task Finished >

    ------------------------
    *Idea*
    ------------------------
    (02/01/2020 02.45)
    Allen : How bout giving some eyepatch

    (02/01/2020 03.45)
    Roy : Not bad

    (02/01/2020 04.45)
    Roy : Done!

    <Task Finished >

    ------------------------
    *Bug*
    -----------------------
    (03/01/2020 02.45)
    Allen : Another Glitch on Jumping

    (03/01/2020 03.45)
    Roy : Noted, sorry bout that

    (03/01/2020 04.45)
    Roy : Done!

    <Task Finished >
     
  8. ch1ky3n

    ch1ky3n

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    Another idea would be an addition to the duration from the start of the notes until it resolved. This will tell the reader which part of the progress hinders their progress the most.
    so instead of <Task Finished>, we could change to <Task Finished in 6 days, 17 hours, 45 minutes>.

    if the dev who uses this asset could standardize their communication at the note, It will turn into a changelog.txt when they exported it.
     
    Last edited: Dec 11, 2020
  9. roykoma

    roykoma

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    Sounds good!

    Just thinking about what would be visible in case of a reopened note, so one that was resolved, but now isn't so anymore. I think to keep track of that i would probably have to keep a history of changes in the notes, at least when it was resolved/unresolved.

    I'll have to see how to implement that without to much overhead.

    Thanks a lot for the suggestion!
     
  10. ch1ky3n

    ch1ky3n

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    Hey Roy,

    I noticed a little bug about the GUID. It seems to interfere with the prefab, somehow game object inside my prefab keep generating a child object that named based on the GUID such as c594e4c4-5952-4077-8a50-269acd85f57d

    The GUID child that was generated only contains transform, where the value is based on scene camera position stored in Notes Library.

    I'm using Unity 2020.1.16f
     
  11. roykoma

    roykoma

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    Thanks for reporting the bug, and sorry you had to encounter one.
    I'll take a look at it later today!
     
  12. ch1ky3n

    ch1ky3n

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    Thx Roy
     
  13. roykoma

    roykoma

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    I took a look at the issue now.

    Whilst I can see the issue and know where the problem lies I will need some time to think about how to work around it.

    For now this sadly is a limitation in how this assets works, as prefabs inside of the hierarchy of a scene wasn't something I took into consideration when making it.

    I don't think I will be able to find time for this until next year, so I am happy to provide you with a refund if you request one if this is something that renders the asset useless for your workflow.

    Kind regards,
    Roy
     
  14. ch1ky3n

    ch1ky3n

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    is there any way to work out around it? like not to do a certain thing? to prevent it?
    cuz I really like this asset. I could take the refund then in case there is no workaround.

    It's such a shame though :(
     
    Last edited: Dec 13, 2020
  15. roykoma

    roykoma

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    How about this then:
    I'll make time this weekend to try and find a solution for this. If I can't find one until sunday evening, I'll issue you a refund. I don't think I'll be able to thoroughly look at it before that due to my fulltime job.
    Does that sound good for you?
     
  16. ch1ky3n

    ch1ky3n

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    awesome, FYI, I can live without the object or scene references if that is is the main cause of the bug.

    what I love about this is :
    1. Not Game Object Dependent
    2. Auto-save during play mode
    3. Ability to resolve the issue
    4. Categorize the notes
    5. persist through all of the scenes
     
  17. roykoma

    roykoma

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    If you don't care about the object references part of this asset, that should be easy to change. I will send you either an updated script before tomorrow (probably in the next 14 hours), or if it's not much will just tell you which lines of code to comment out/change. This will however then render the asset incapable of saving which object was selected for you, so it will purely act as a kind of taskboard/noteboard without any references on selection.
    Is that what you'd like?
     
  18. roykoma

    roykoma

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    I just took a quick glimpse into it. Commenting out the
    OnEnable
    Method in
    NotesEditor.cs
    (Lines 358 to 361) would do that much for you. Just make sure to put your Visbility on Always and to not check the Save Selected Object checkbox (else something could be selected that you don't want or something could break - totally untested.)

    @ch1ky3n - please tell me if it that's a satisfactory solution for you.
     
    Last edited: Dec 14, 2020
  19. ch1ky3n

    ch1ky3n

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    yes absolutely! btw final request, where is the default bool of Save selected and save scene camera checkbox ? i like to set it as false by default.
     
  20. ch1ky3n

    ch1ky3n

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    never mind, found it.
    It should be fine now, I got what I need until you fixed the rest.
    Awesome
     
  21. roykoma

    roykoma

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    Great to hear!
    I'll look for a real solution for the problem probably on the weekend, if nothing comes in between.
     
  22. Jakub_Machowski

    Jakub_Machowski

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    Hello We just bought Your asset at its awesome but it seems like it ingerate into prefabs when adding note to prefab and add empty object to prefabs like "c594e4c4-5952-4077-8a50-269acd85f57d" etc. It is not to good cause it really could mess up the prefab. We are on unity 2018.4.30 Could You please fix that bug?

    Asset is great but without been able to add prefab note it is huge limitation, Hope You will be able to fix it. In other case I would like to ask for refund. But overall hard to find another notes on asset store that dont need any component added to gameobjects Like Yours. So Hopefully YOu will be able to fix problme
     
  23. roykoma

    roykoma

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    Hi there,

    I am currently in the process of investigating that issue and very likely have a usable solution in mind. As that however involves a good chunk to be changed it will take a few days for me to be able to have it ready (especially with christmas coming up).

    It will take probably an additional 2-3 weeks for the update to be approved into the store, but I can sent out the package as soon as I have a fix, when you send me your ordernumber per direct message.

    Sorry for the inconvenience.
     
  24. Jakub_Machowski

    Jakub_Machowski

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    Thanks I Will send You invoice number for a moment. Will be waiting for fix, cause system is really good and I bought it cause it dont mess with project additional components.
     
  25. roykoma

    roykoma

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    I fixed the issue and submitted the new version to the assetstore. I will send you the package shortly.

    @ch1ky3n if you send me your invoice number per direct message, I can also send you the package, so you don't have to wait for the update on the store.

    Changes:
    • Fixed a problem with prefabs
    • Made it possible to relocate the asset without problems
    Sadly this update will break the references to your game objects in the scenes for your existing notes (As I changed the way they are referenced). You will still be able to see the notes when selecting "Always" for Visibility though. Sorry for the inconvenience.
     
  26. Jakub_Machowski

    Jakub_Machowski

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    Hello We noticed that there is problem with build with Your plugin:
    upload_2021-2-13_14-13-25.png

    Could You fix it? :)

    Also I noticed that when We copied proejct to another PC there was problem again with adding new notes, probably because YOu keep some changes per user preferences not in project settings?
     
  27. roykoma

    roykoma

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    I just checked the version on the assetstore, because both of those things should have already been resolved.
    Turns out the last update on the assetstore for some reason reuploaded an older, broken version.

    I just pushed the newest version again, so it should be live in a few days. If you'd like the .unitypackage beforehand just send me a short pm as usual.
     
  28. Jakub_Machowski

    Jakub_Machowski

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    Thanks we will try that
     
  29. Jakub_Machowski

    Jakub_Machowski

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    But basically problem with copy past project to different pc also is fixed? cause it looked Like notes was kept somewhere but not inside project asset folder what probably could be problem here.
     
  30. roykoma

    roykoma

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    All data of the asset is in the
    Assets\Kollmann Software\Shared\Resources\NotesLibrary.asset
    file.
    As long as that file is copied over too (to the right path) all asset data should be copied with it.
     
  31. Jakub_Machowski

    Jakub_Machowski

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    YEs everything in assets is copied, We just have problem then that on different PC saving notes
    stopped to work. Will test with actual version ;)
     
  32. ch1ky3n

    ch1ky3n

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    I Wonder what are these error

    Code (CSharp):
    1. FormatException: String was not recognized as a valid DateTime.
    2. System.DateTimeParse.Parse (System.String s, System.Globalization.DateTimeFormatInfo dtfi, System.Globalization.DateTimeStyles styles) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    3. System.DateTime.Parse (System.String s) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    4. KollmannSoftware.Notes.NotesEditor.DrawNoteEntry (KollmannSoftware.Notes.Note note) (at Assets/Plugins/Kollmann Software/Notes/Scripts/Editor/NotesEditor.cs:701)
    5. KollmannSoftware.Notes.NotesEditor.DrawAllNotes () (at Assets/Plugins/Kollmann Software/Notes/Scripts/Editor/NotesEditor.cs:935)
    6. KollmannSoftware.Notes.NotesEditor.DrawNotes () (at Assets/Plugins/Kollmann Software/Notes/Scripts/Editor/NotesEditor.cs:543)
    7. KollmannSoftware.Notes.NotesEditor.OnGUI () (at Assets/Plugins/Kollmann Software/Notes/Scripts/Editor/NotesEditor.cs:458)
    8. UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <50f55621a2ca4f31a35283e2979a8bf5>:0)
    9. UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <50f55621a2ca4f31a35283e2979a8bf5>:0)
    10. UnityEditor.DockArea.OldOnGUI () (at <50f55621a2ca4f31a35283e2979a8bf5>:0)
    11. UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    12. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    13. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    14. UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    15. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    16. UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    17. UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    18. UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    19. UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToRegularTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    20. UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    21. UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel iPanel) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    22. UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    23. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    24. UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    25. UnityEngine.UIElements.EventDispatcher.OpenGate () (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    26. UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    27. UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    28. UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    29. UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    30. UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    31. UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    32. UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    33. UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <1cdf5c2cc10149169242b9590b7ebb6b>:0)
    34. UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <c44e24cb7b9d4e5096e65a3281e887f5>:0)
     
  33. ch1ky3n

    ch1ky3n

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    it happens when i try to write a note
     
  34. roykoma

    roykoma

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    What happens? I think your comment got cut off.
     
  35. roykoma

    roykoma

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    I'll take a look at it probably tomorrow.
     
  36. pzolla

    pzolla

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    How do you edit a created note?