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Runtime Editor

Discussion in 'Assets and Asset Store' started by Vadim-Andriyanov, May 9, 2017.

  1. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    yes I'm trying to implement it
     
  2. wstcgez

    wstcgez

    Joined:
    May 21, 2014
    Posts:
    12
    How long will it take to finish?
     
  3. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    I spend a couple of weeks to implement this, and this is not ready yet
    upload_2019-10-14_10-11-48.png

    By the way if you mean this: https://docs.unity3d.com/Manual/TimelineOverview.html, I'm working to implement Animation window, sorry for confusion.
     
  4. wstcgez

    wstcgez

    Joined:
    May 21, 2014
    Posts:
    12
  5. JuanJSAR

    JuanJSAR

    Joined:
    Feb 21, 2014
    Posts:
    47
    I ask you, do you have any discord or something where the chat is more direct? or where the community can collaborate?
     
  6. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    I have telegram: https://t.me/battlehub
     
  7. skinwalker

    skinwalker

    Joined:
    Apr 10, 2015
    Posts:
    511
    Hello,

    I have a question if I can for example show the main scene to the players including terrain and other prefabs then let them use some of my prefabs to make houses and then play the level they made?
     
    Last edited: Oct 19, 2019
  8. DanVioletSagmiller

    DanVioletSagmiller

    Joined:
    Aug 26, 2010
    Posts:
    205
    (My apologies if this exists in the documentation, but I have been scowerring it unsuccessfully)

    I am using TransformHandles, and would like to know how to:
    1. Select an object for editing via C#, instead of mouse click.
    2. Change from rotation to transform (and back) again, via an external C# call.
    Any help on this would be greatly appreciated.
     
  9. WarpBubble

    WarpBubble

    Joined:
    Dec 4, 2013
    Posts:
    33
    Just spotted a bug with AssetLibrariesListGen.cs, using Unity 2019.2.11f1, when I try to create an asset library in the Resources folder, I get this error...

    "Parent directory must exist before creating asset at AssetsBattlehub/RTSL_Data//Libraries/Resources/Lists/AssetLibrariesList.asset."

    Note there is a "/" missing between AssetsBattlehub which ends up as a double the other side with "RTSL_Data//Libraries"

    Changing line 63 from...
    Code (CSharp):
    1. string path = "Assets" + RTSLPath.UserRoot + "/" + RTSLPath.LibrariesFolder + "/Resources/Lists/AssetLibrariesList.asset";
    to...

    Code (CSharp):
    1. string path = "Assets" + "/" + RTSLPath.UserRoot  + RTSLPath.LibrariesFolder + "/Resources/Lists/AssetLibrariesList.asset";
    ...resolves the problem
     
  10. matbassi

    matbassi

    Joined:
    Sep 10, 2019
    Posts:
    3
  11. Manuel_Prinz

    Manuel_Prinz

    Joined:
    Nov 13, 2019
    Posts:
    7
    Hi Vadim, I have a problem with all TMP_InputFields in the runtime editor.

    All text in the fields is missaligned and not on the left edge as expected. This is especially annoying when the text is a bit longer and does not fit in the field although it would have fit if it was placed correctly.
    When the user resizes the window containing the fields all the Texts snap to the expected place.

    Unity version: 2019.2.0f1 <DX11>

    before resizing inspector (look at the name and transform Input fields):



    after resizing inspector:



    Do you have any suggestion how to fix this?

    Regards,
    Manuel

    Edit: The Problem was solved when I created a custom default window layout. probably this triggers the resize event regularly which as stated before fixes the position.
     
    Last edited: Nov 15, 2019
  12. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Hi here it is:

    1. http://rteditor.battlehub.net/infrastructure/#runtime-selection
    2. http://rteditor.battlehub.net/infrastructure/#runtime-tools

    Regards,
    Vadim
     
  13. ibyte

    ibyte

    Joined:
    Aug 14, 2009
    Posts:
    1,051
    Hi @Vadim-Andriyanov we are using your virtualizingtreeview asset. Is there a recommended way to filter items without having to reload the entire list. Would implementing some kind of isVisible flag that could be set by a show item or hide item action?
     
    Last edited: Nov 27, 2019
  14. saxovr

    saxovr

    Joined:
    Dec 13, 2017
    Posts:
    25
    @Vadim-Andriyanov. We have just bought you panels asset. Really nice but I am wondering is there a way to mimimize a panel to the side. So for example you have a panel open either side of the screen and want to click a button that minimized it to just a label that you have to click to open it up again? Kind of like Visual Studio Code/Studio panels work?
     
  15. xxyxxyz

    xxyxxyz

    Joined:
    Jan 26, 2017
    Posts:
    5
    Hi, I just bought the Runtime Transform Handles plugin without checking if SteamVR is supported. I see there are some scripts in the plugin for Oculus support but I can't get it to work with SteamVR. Are there any plans to add SteamVR support in the future? My application has to run on the Vive as well.
     
  16. DCIPRO

    DCIPRO

    Joined:
    Apr 11, 2019
    Posts:
    4
    First I'd like to thank you for all the hard work in creating this asset!

    It's something the community has needed for a long time and in my book is one of (if not THE) best asset in my collection. To me the novelty of your Runtime Editor is something that Unity developers can relate to and it demonstrates the ability to create complex custom editors for nearly any purpose.

    I'm a new user of this asset but I'm impressed with your attention to detail and the comprehensive documentation you've provided. In addition, this forum is a great way to communicate with your community; who could ask for more?

    Best Regards

    David
     
  17. Sssyt

    Sssyt

    Joined:
    Apr 16, 2019
    Posts:
    2
    Hey @Vadim-Andriyanov. Your asset looks amazing, im thinking about buying it. Does it support WebGL? My project will be entirely WebGL.

    Thank you.


    Edit: I decided to buy it in the end :). Looks amazing and its working on WebGL (i've tried some things and works fine, I know some things maybe dont work but I am ok with that).

    So far I have encountered a small issue in WebGL. I cannot rotate the camera with Alt + LMB Drag.

    Can you check it please?

    Thanks!
     
    Last edited: Dec 20, 2019
  18. DCIPRO

    DCIPRO

    Joined:
    Apr 11, 2019
    Posts:
    4
    @Vadim-Andriyanov,
    I have a working terrain editor I would like to integrate into RTE. I have not finished the full featured terrain editor (as compared to Unity) yet as I feel this would only serve to complicate conversion to RTE but I do intend for the terrain editor to ultimately support all features the current Unity terrain editor has.

    If this is something you are also working on in parallel and expect to release soon, please let me know as I can wait for your release but if this is not something you are working on and it is a feature you would be interested in making available within your distribution, I am willing to collaborate to get this feature finished.

    I do appreciate all your hard work but terrain editing is a must in my project and I don't think I'm alone in this.

    For everyone else using RTE: If a full featured terrain editor is something that would interest you please like and reply...

    Thanks!


    P.S.
    Currently I have added a terrain menu item under '/3D Objects' and am instantiating a terrain in RTE. It is showing in the hierarchy and I'm now working on the inspector implementation for editing features. I'm holding off on Tree and Wind Zone features until I have completed the terrain inspector and editing implementations.

    One thing I'm not finding reference to in your docs yet is a menu separator reference; would be nice but not a show stopper.
     
    Last edited: Dec 21, 2019
  19. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Hi David, thank you! I hope that built-in terrain editor and other features will be released during next week. Also you can contact me using email Battlehub@outlook.com

    Regards,
    Vadim
     
  20. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Yes, I have plans to support OpenVR
     
  21. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Thank you, I will check it before release which is scheduled to the next week.
     
  22. Sssyt

    Sssyt

    Joined:
    Apr 16, 2019
    Posts:
    2
    Hello. It was my fault, the shortcut in WebGL is different. Everything is fine. Amazing asset! :)
     
  23. wstcgez

    wstcgez

    Joined:
    May 21, 2014
    Posts:
    12
    The UI Style doesn't work on animation ChildrenPanel.
     

    Attached Files:

  24. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    Can you sort out the json import.. I can't delete it without more errors from the google api in your project throwing errors.. and I'd like to use the latest json 12.x version .
     
  25. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Thanks,
    fixed it, I will upload this with update
     
  26. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Hi, please import package from attachments and then remove google api dlls.
     

    Attached Files:

  27. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    Thanks... also have these errors now

    conflicted with SimpleSQL..fixed but not in a namespace which would have been better.


    Was another asset also using the System.Threading.Tasks.Extensions dll ..deleted your one.. but get this..

    Error: Could not load signature of Roslyn.Utilities.SemaphoreSlimExtensions:DisposableWaitAsync due to: Could not load file or assembly 'System.Threading.Tasks.Extensions, Version=4.2.0.1, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. assembly:System.Threading.Tasks.Extensions, Version=4.2.0.1, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51 type:<unknown type> member:(null) signature:<none>
    0x00007FF7364DB62C (Unity) StackWalker::GetCurrentCallstack
    0x00007FF7364DEA91 (Unity) StackWalker::ShowCallstack
    0x00007FF734C33755 (Unity) GetStacktrace
    0x00007FF737137AFE (Unity) DebugStringToFile
    0x00007FF736413D9B (Unity) ScanForAttributesAndInterfaceImplementations
    0x00007FF736422086 (Unity) MonoManager::EndReloadAssembly
    0x00007FF736428947 (Unity) MonoManager::ReloadAssembly
    0x00007FF7348B08D3 (Unity) ReloadAllUsedAssemblies
    0x00007FF73488EAAD (Unity) EditorSceneManager::RestoreSceneBackups
    0x00007FF734307B64 (Unity) PlayerLoopController::EnterPlayMode
    0x00007FF73431A154 (Unity) PlayerLoopController::SetIsPlaying
    0x00007FF73431CF1F (Unity) Application::TickTimer
    0x00007FF734C57890 (Unity) MainMessageLoop
    0x00007FF734C6150A (Unity) WinMain
    0x00007FF737BD0342 (Unity) __scrt_common_main_seh
    0x00007FFBD0687BD4 (KERNEL32) BaseThreadInitThunk
    0x00007FFBD1E8CED1 (ntdll) RtlUserThreadStart

    Unloading broken assembly Assets/Battlehub/RTExtensions/RTScripting/CodeAnalysis/Plugins/Microsoft.CodeAnalysis.dll, this assembly can cause crashes in the runtime
    0x00007FF7364DB62C (Unity) StackWalker::GetCurrentCallstack
    0x00007FF7364DEA91 (Unity) StackWalker::ShowCallstack
    0x00007FF734C33755 (Unity) GetStacktrace
    0x00007FF737137AFE (Unity) DebugStringToFile
    0x00007FF73642A15A (Unity) MonoManager::SetupLoadedEditorAssemblies
    0x00007FF7364221D3 (Unity) MonoManager::EndReloadAssembly
    0x00007FF736428947 (Unity) MonoManager::ReloadAssembly
    0x00007FF7348B08D3 (Unity) ReloadAllUsedAssemblies
    0x00007FF73488EAAD (Unity) EditorSceneManager::RestoreSceneBackups
    0x00007FF734307B64 (Unity) PlayerLoopController::EnterPlayMode
    0x00007FF73431A154 (Unity) PlayerLoopController::SetIsPlaying
    0x00007FF73431CF1F (Unity) Application::TickTimer
    0x00007FF734C57890 (Unity) MainMessageLoop
    0x00007FF734C6150A (Unity) WinMain
    0x00007FF737BD0342 (Unity) __scrt_common_main_seh
    0x00007FFBD0687BD4 (KERNEL32) BaseThreadInitThunk
    0x00007FFBD1E8CED1 (ntdll) RtlUserThreadStart

    System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
    at System.Reflection.Assembly.GetTypes () [0x00000] in <437ba245d8404784b9fbab9b439ac908>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility+<>c.<FindConverterTypes>b__5_0 (System.Reflection.Assembly assembly) [0x00000] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    at System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () [0x00051] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].ToArray () [0x00033] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.Buffer`1[TElement]..ctor (System.Collections.Generic.IEnumerable`1[T] source) [0x0000a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.OrderedEnumerable`1[TElement].ToArray () [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility.FindConverterTypes () [0x000e2] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility.CreateConverters () [0x00000] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility..cctor () [0x00005] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    0x00007FF7364DB62C (Unity) StackWalker::GetCurrentCallstack
    0x00007FF7364DEA91 (Unity) StackWalker::ShowCallstack
    0x00007FF734C33755 (Unity) GetStacktrace
    0x00007FF737137AFE (Unity) DebugStringToFile
    0x00007FF736543085 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    0x000001764B5258AB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
    0x000001764B5254BB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    0x000001764B51F15E (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
    ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.


    Error: Could not load signature of Roslyn.Utilities.SemaphoreSlimExtensions:DisposableWaitAsync due to: Could not load file or assembly 'System.Threading.Tasks.Extensions, Version=4.2.0.1, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. assembly:System.Threading.Tasks.Extensions, Version=4.2.0.1, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51 type:<unknown type> member:(null) signature:<none>
    0x00007FF7364DB62C (Unity) StackWalker::GetCurrentCallstack
    0x00007FF7364DEA91 (Unity) StackWalker::ShowCallstack
    0x00007FF734C33755 (Unity) GetStacktrace
    0x00007FF737137AFE (Unity) DebugStringToFile
    0x00007FF736413D9B (Unity) ScanForAttributesAndInterfaceImplementations
    0x00007FF736422086 (Unity) MonoManager::EndReloadAssembly
    0x00007FF736428947 (Unity) MonoManager::ReloadAssembly
    0x00007FF7348B08D3 (Unity) ReloadAllUsedAssemblies
    0x00007FF73488EAAD (Unity) EditorSceneManager::RestoreSceneBackups
    0x00007FF734307B64 (Unity) PlayerLoopController::EnterPlayMode
    0x00007FF73431A154 (Unity) PlayerLoopController::SetIsPlaying
    0x00007FF73431CF1F (Unity) Application::TickTimer
    0x00007FF734C57890 (Unity) MainMessageLoop
    0x00007FF734C6150A (Unity) WinMain
    0x00007FF737BD0342 (Unity) __scrt_common_main_seh
    0x00007FFBD0687BD4 (KERNEL32) BaseThreadInitThunk
    0x00007FFBD1E8CED1 (ntdll) RtlUserThreadStart

    Unloading broken assembly Assets/Battlehub/RTExtensions/RTScripting/CodeAnalysis/Plugins/Microsoft.CodeAnalysis.dll, this assembly can cause crashes in the runtime
    0x00007FF7364DB62C (Unity) StackWalker::GetCurrentCallstack
    0x00007FF7364DEA91 (Unity) StackWalker::ShowCallstack
    0x00007FF734C33755 (Unity) GetStacktrace
    0x00007FF737137AFE (Unity) DebugStringToFile
    0x00007FF73642A15A (Unity) MonoManager::SetupLoadedEditorAssemblies
    0x00007FF7364221D3 (Unity) MonoManager::EndReloadAssembly
    0x00007FF736428947 (Unity) MonoManager::ReloadAssembly
    0x00007FF7348B08D3 (Unity) ReloadAllUsedAssemblies
    0x00007FF73488EAAD (Unity) EditorSceneManager::RestoreSceneBackups
    0x00007FF734307B64 (Unity) PlayerLoopController::EnterPlayMode
    0x00007FF73431A154 (Unity) PlayerLoopController::SetIsPlaying
    0x00007FF73431CF1F (Unity) Application::TickTimer
    0x00007FF734C57890 (Unity) MainMessageLoop
    0x00007FF734C6150A (Unity) WinMain
    0x00007FF737BD0342 (Unity) __scrt_common_main_seh
    0x00007FFBD0687BD4 (KERNEL32) BaseThreadInitThunk
    0x00007FFBD1E8CED1 (ntdll) RtlUserThreadStart

    System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
    at System.Reflection.Assembly.GetTypes () [0x00000] in <437ba245d8404784b9fbab9b439ac908>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility+<>c.<FindConverterTypes>b__5_0 (System.Reflection.Assembly assembly) [0x00000] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    at System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () [0x00051] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].ToArray () [0x00033] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.Buffer`1[TElement]..ctor (System.Collections.Generic.IEnumerable`1[T] source) [0x0000a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.OrderedEnumerable`1[TElement].ToArray () [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility.FindConverterTypes () [0x000e2] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility.CreateConverters () [0x00000] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    at ForieroEditor.Newtonsoft.JsonConverters.JsonNetUtility..cctor () [0x00005] in <20ffbd72c0bb46a4bad82c1694fbd1a2>:0
    0x00007FF7364DB62C (Unity) StackWalker::GetCurrentCallstack
    0x00007FF7364DEA91 (Unity) StackWalker::ShowCallstack
    0x00007FF734C33755 (Unity) GetStacktrace
    0x00007FF737137AFE (Unity) DebugStringToFile
    0x00007FF736543085 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    0x00000176524F58AB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
    0x00000176524F54BB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    0x00000176524EF15E (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
    ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.


    Also trying to use this json lib... https://github.com/jilleJr/Newtonsoft.Json-for-Unity
    .. have it as a git url through the new package manager...

    It's a shame this asset uses so many things that have caused a bit of conflict to get working. Only bought it for the Handles and Gizmo's really
     
  28. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Sorry for that, I will try to isolate dependencies better with update. I'm still updating documentation for 2.1 version and fixing some bugs. I hope updated documentation will help to understand better existing dependencies, why and where they are used. I have certain problems with assembly definitions at this point; by using them I'd probably could make parts of project much more better isolated from each other. For now you can just remove parts of project if you don't have plans to use them. You could safely remove each subfolder in RTExtensions folder (RTScriting, RTBuilder, RTTerrain). Could you please remove RTExtensions/RTScripting (this required to create and compile C# scripts at runtime) if you don't have plans to use it. It should fix errors related to System.Threading.Tasks.Extensions.dll removal mentioned above.

    As for the name conflicts: MainMenuButton is isolated inside of namespace, so this should not be an issue?Could you please check if SimpleSQL? has class with name MainMenuButton which is not added to any namespace?

    Code (CSharp):
    1. namespace Battlehub.UIControls.MenuControl
    2. {
    3.     public class MainMenuButton
    Regards,
    Vadim
     
    Last edited: Jan 13, 2020
  29. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    yeah the System.Threading.Tasks.Extensions dll issues was because of Mirror... it was also using an older version of the .dll ... was part of the git project test stuff so none of that was needed and some other testing .dll was causing issues.

    yeah SimpleSQL was the issue, I've already fixed it my side..


    "For now you can just remove parts of project if you don't have plans to use them. You could safely remove each subfolder in RTExtensions folder (RTScriting, RTBuilder, RTTerrain). Could you please remove RTExtensions/RTScripting (this required to create and compile C# scripts at runtime) if you don't have plans to use it. It should fix errors mentioned above.
    "

    For now it's all working without issues so I'll leave it, though I am using that updated code you provided to remove Google api dependencies...

    I guess for future improvements just some easier way of removing parts that are not needed and or documentation on what parts of the asset that can be removed with compiler flags listed for adding/removing stuff.
     
  30. shetsuya

    shetsuya

    Joined:
    Jul 22, 2019
    Posts:
    2
    Hi @Vadim-Andriyanov ,

    I'm trying to use the VirtualizingTreeView for an in-game UI where I want to display a large number (~50k objects) of hierarchical objects and it works great(Thanks!). However, I seem to have ran into a bug.

    Here is what I found out in my investigations:
    When I expand a tree item, the child item that is inserted in the list of the containers retrieves the incorrect "child container" (VirtualizingTreeView.cs, L586). I found a temporary fix that is removing the "magicScrollFix" in the computation of the RoundedIndex.

    Just wanted to bring this to your attention. If you have more insight into this, please let me know.

    Thanks
     
  31. DavidLe360

    DavidLe360

    Joined:
    Dec 24, 2018
    Posts:
    128
    EDit: Solved. See Solution below for those who have same problem.

    Thanks Battlehub Net to point out were to look.


    The Solution:
    - modify this file
    - Add the "namespace SimpleSQL" , as follow:
    Code (CSharp):
    1. namespace SimpleSQL {
    2.     public class MainMenuButton : MonoBehaviour {
    3.         public SimpleSQLManager dbManager;
    4.  
    5.         public void MainMenu () {
    6.             dbManager.Close ();
    7.             dbManager.Dispose ();
    8.  
    9.             SceneManager.LoadScene (0);
    10.         }
    11.     }
    12. }

    Hi, i have the follow error when installing RTE:

    Assets\Battlehub\UIControls\Menu\Scripts\UIStyle.cs(13,32): error CS1061: 'MainMenuButton' does not contain a definition for 'NormalColor' and no accessible extension method 'NormalColor' accepting a first argument of type 'MainMenuButton' could be found (are you missing a using directive or an assembly reference?)


    'MainMenuButton' does not contain a definition for 'FocusedColor' and no accessible extension method 'FocusedColor' accepting a first argument of type 'MainMenuButton' could be found (are you missing a using directive or an assembly reference?)


    As some one mentioned above , it has conflict with SimpleSQL. But i don't know how to fix it.

    Thanks in advance.
     
    Last edited: Jan 20, 2020
  32. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    Not even wanting to use the Save/Load system......I get this error on building for windows64x...

    Assets\Battlehub\RTSL\Scripts\Serializer.cs
    14 CS0246 The type or namespace name 'RTSLTypeModel' could not be found (are you missing a using directive or an assembly reference?)

    This line...

    #if !UNITY_EDITOR
    private static RTSLTypeModel model = new RTSLTypeModel();

    How can I remove it?
     
  33. wstcgez

    wstcgez

    Joined:
    May 21, 2014
    Posts:
    12
    Hi,is that possible to make some string editor is readonly,but some is not?
     
  34. SivaVelusamy

    SivaVelusamy

    Joined:
    Jun 20, 2019
    Posts:
    6
    Hi @Vadim-Andriyanov ,
    I have used your asset it works great!, Quick Question - I am able to display material which is created during run time in the selected material panel . Is It possible to display and select all the material used in the project( Materials which is created before the run time). If so revert me as soon as possible.

    Thanks in Advance :).
     
  35. parandham03

    parandham03

    Joined:
    May 2, 2012
    Posts:
    174
    Hi Vadim-Andriyanov
    I am using scene component and scene gizmos only. For different resolution the scene gizmos position is changing.
    I need to place the scene gizmos 300 pixels from right side of the screen. How is it possible?
     
  36. LudiKha

    LudiKha

    Joined:
    Feb 15, 2014
    Posts:
    140
    Hi.. I bought Menu Control for its advertised Attribute based menu creation, but can't find anything in neither the documentation nor the demo. Can you please explain how to use it?

     
  37. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Hi, thank you for buying it, to enable Attribute based menu creation add MenuCreator to menu panel as shown on the picture below. This is demo scene included in package you downloaded from asset store.

    Regards,
    Vadim

    upload_2020-2-18_13-5-11.png
     
    LudiKha likes this.
  38. LudiKha

    LudiKha

    Joined:
    Feb 15, 2014
    Posts:
    140
    Fantastic - I have since found it
     
  39. wstcgez

    wstcgez

    Joined:
    May 21, 2014
    Posts:
    12
    Hi Vadim-Andriyanov,
    the timeline seems don't support enum.Is that possible to make a dropdown component on timeline when add enum to control value change?
     
  40. oscaroders

    oscaroders

    Joined:
    Nov 6, 2018
    Posts:
    1
    Hi @Vadim-Andriyanov
    I´m trying to add the possibility to group object more permanently then with just multi select.
    I can use ISelection Select to "select" objects, and it triggers a OnSelectionChangedEvent.
    But I also want objects I have "grouped" to be visually selected and movable with the transform handle like when you have selected multiple with multi select. So I want to in code select multiple objects and make it look like I had clicked on multiple objects in the scene.
    Any suggestion on how to do this?
     
  41. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    Would be good if this asset was more split up and not so intertwined with things "I guess for future improvements just some easier way of removing parts that are not needed and or documentation on what parts of the asset that can be removed with compiler flags listed for adding/removing stuff."
     
    P3ndragonLLC likes this.
  42. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Hi, try following code:
    Code (CSharp):
    1. using Battlehub.RTCommon;
    2. using UnityEngine;
    3.  
    4. public class SelectObjects : MonoBehaviour
    5. {
    6.     [SerializeField]
    7.     private GameObject[] m_objectsToSelect;
    8.  
    9.     private void Start()
    10.     {
    11.         IRTE editor = IOC.Resolve<IRTE>();
    12.         editor.Selection.objects = m_objectsToSelect;  //Select objects
    13.     }
    14. }
     
  43. rilij

    rilij

    Joined:
    Nov 19, 2019
    Posts:
    3
    How do I address an issue with RTSL where m_project is null.

    m_project = IOC.Resolve<IProject>();


    I'm using the code from RTSLTest from here: http://rteditor.battlehub.net/save-load/#getting-started

    Also, we're trying to retrofit an existing project with RTSL. The project uses several complicated models and textures, with lots of moving parts. It involves at least 300 or more classes, and the initial Save, before all of the classes had been set up, was in the 200Mb range. Will RTSL be able to handle this size of save and subsequent load?

    [Update: We've decided to not use Runtime Save/Load at this time, but I'm still interested in resolving these problems. I did encounter some minor code generation errors, and have some suggestions for improving how the feature works to make it more robust.]
     
    Last edited: Mar 6, 2020
  44. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,999
    @Vadim-Andriyanov
    I'm going to build a 2D (uGUI canvas) based art creation app, what it'll do is you place pictures and add TMpro text and i'm looking for a transform tool that let me move, rotate, scale and resize (font size) both pictures (RawImage) and TmproUGUI Text in x, y cordinate only.

    Is your "Runtime Editor" optimize for touch + desktop based 2D interactions? if not, can i expect the support if i buy the
    Runtime Editor?

    Thanks

    Edit: here is an example app
     
    Last edited: Mar 11, 2020
  45. StarCoop

    StarCoop

    Joined:
    Nov 26, 2016
    Posts:
    44
    Feature Request: VTreeView Search Field

    Hi there,

    it would be awesome to have a search field at the top of the Virtualizing Tree View, which auto-filters the entries on entering some text (maybe even with filter method, so search for name or meta data etc.).
     
  46. MarvelTile

    MarvelTile

    Joined:
    Jan 21, 2013
    Posts:
    7
    Is the price of the asset is for individual users of Unity or for individual user of the final software ?
     
  47. bomin_01

    bomin_01

    Joined:
    Mar 25, 2020
    Posts:
    6
    Hi,
    about ProjectView, when I import a 3d model, it create assets in a data folder.
    2020-04-22_123222.jpg
    Can i do it like unity project view?
    2020-04-22_121834.jpg
     
  48. Luffy2016

    Luffy2016

    Joined:
    Oct 24, 2017
    Posts:
    1
    Hi @Vadim-Andriyanov,
    This is really a good asset, it's really helpful with my project.
    When I try to add RTSL, after clicking on Load button. I see some compiling error.
    Can you please have a look and tell me how to solve it?
    Please see below screenshot:
    upload_2020-4-24_15-42-1.png

    Thank you!
     
  49. bomin_01

    bomin_01

    Joined:
    Mar 25, 2020
    Posts:
    6
    Hi,@Vadim-Andriyanov
    When I use IL2CPP to build my project, the RTSLTypeModel.dll will not be found.
    How do I solve it?
    We need IL2CPP to build for Android & IOS.
     
  50. Vadim-Andriyanov

    Vadim-Andriyanov

    Joined:
    Sep 22, 2015
    Posts:
    125
    Hi, please create link.xml file in Assets\Battlehub\RTSL_Data folder (side by side with RTSLTypeModel.dll)
    Add following code to link.xml:
    Code (CSharp):
    1. <linker>
    2.        <assembly fullname="RTSLTypeModel" preserve="all"/>
    3. </linker>
    After this IL2CPP issue should be solved