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Official The UI Toolkit Sample Project - Dragon Crashers is now available on the Asset Store

Discussion in 'UI Toolkit' started by eduardooriz, Sep 5, 2022.

  1. eduardooriz

    eduardooriz

    Unity Technologies

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    NEW >> CHECK OUT THE UNITY 2022 LTS UPDATE

    The UI Toolkit Sample Project - Dragon Crashers is now available on the Asset Store.

    >> Download it from the Asset Store <<

    The UI Toolkit sample demonstrates how you can leverage UI Toolkit for your own applications. This demo involves a full-featured interface over a slice of the 2D project Dragon Crashers, a mini-RPG, using the Unity 2021 LTS UI Toolkit workflow at runtime.

    This project was developed as a companion piece to the upcoming e-book User interface design and implementation in Unity. The e-book will explain how to use UI features in Unity, mainly the UI Toolkit, to create user interfaces. Available this fall. Preregister here to have the guide emailed to you once it’s live.



    Some of the actions illustrated in the sample project show you how to:
    • Style with selectors in Unity style sheet (USS) files and use UXML templates
    • Create custom controls, such as a circular meter or tabbed views
    • Customize the appearance of elements like sliders and toggle buttons
    • Use Render Texture for UI overlay effects, USS animations, seasonal themes, and more
    To try out the project after adding it to your assets, enter Play mode. Please note that UI Toolkit interfaces don’t appear in the Scene view. Instead, you can view them in the Game view or UI Builder.

    The menu on the left helps you navigate the modal main menu screens. This vertical column of buttons provides access to the five modal screens that comprise the main menu (they stay active while switching between screens).

    While some interactivity is possible, such as healing the characters by dragging available potions in the scene, gameplay has been kept to a minimum to ensure continued focus on the UI examples.

    Please try it out and share your thoughts! Do let us know what works as expected, as well as what's missing, confusing or broken. As always if you run into any issues tell us all about it below!

    Tech info:
    We recommend that you open a new empty project to view this sample project because it imports assets into the root/Assets folder.
    • Made for Unity 2021 LTS
    • Uses the 2D Renderer in the URP
    • Uses the following 2D packages: 2D Animation and 2D PSD Importer
    PS: If you’re interested in the 2D graphics and gameplay in the UI Toolkit sample, check out the e-book 2D game art, animation, and lighting for artists.
     

    Attached Files:

    Last edited: Nov 28, 2023
  2. MrCrispy

    MrCrispy

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    While I'm incredibly excited to take a look at this, I have yet to be able to get it to import/work properly. Even when I specifically install the 2021.3.7 version of the editor, I get the following errors when I try to import:

    upload_2022-9-12_14-4-22.png

    Granted, it could just be user error on my part. I'm using an 2D, URP project before I import the package.
     
  3. wilmer_lin

    wilmer_lin

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    @MrCrispy To fix those errors, update the 2D SpriteShape package in the Package Manager.

    If you have exclamation points/warning icons that show up over the sprites after doing this, you may need to also select the Assets folder in the Hierarchy and right-click > Reimport All.

    Also, you can avoid the above steps, if you use the 3D(URP) template when creating the project.
     
    Last edited: Sep 12, 2022
    ikvv, Heikkih and eduardooriz like this.
  4. VP_no1

    VP_no1

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    I used 2d URP too. No need reimport anything. Read closely bellow:
    I found the solution and I posted on GIT too: you need to UNLOCK this and then the upgrade button will appear instead (after that update errors are gone !)
     

    Attached Files:

  5. eduardooriz

    eduardooriz

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    Thanks for letting us know about this issue, and thanks for the fixes. We fixed this in 1.02 (live soon on the Asset Store), basically, the package 2D Sprite Shape wasn't being updated to the latest version alongside the other packages, we changed the package manifest to correct this. In the meantime, just install the latest 2D Sprite Shape package, or remove it (we don't use it in this demo), either way will work
     
  6. MrCrispy

    MrCrispy

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    Updating that particular package worked like a charm. Thanks everyone!
     
    eduardooriz likes this.
  7. altepTest

    altepTest

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    I can confirm that works fine on 2021.3.9f1, no errors

    but really? A BOOK? who have time to read a book? Can't you just spend two hours and create a VIDEO tutorial walking users trough this ultra complicated setup with attached scripts that references other scripts? Is a mess.

    No one reads books, create some online reference help area if possible, and then open a screen capture app and record one or two hours of someone speaking walking trough this project.

    Can't unity just implement one of those node based windows that show how stuff is linked together? Like how unreal has? At leas we can figure out which stuff loads what and where.

    Did you have fired all people that know how to make tutorials or can speak clearly? You have only music in your youtube videos, did you have fired the person that was talking on the tutorials?

    Don't you know that youtube has AI voice recognition over videos to figure out what the video is about and show it in the search engines? If you use only music you get penalized.

    You've merged with an add company, those advertising professionals should know this stuff. Make a video, speak clearly and reuse trough out the video the words that you want to be included by youtube as key words for search results.

    and that landing page for the book, looks like those scam websites that give free stuff just to get your data and then send you spam emails or super expensive products.
     
    Lpesign and MousePods like this.
  8. spiney199

    spiney199

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    C'mon mate, really? "No one reads books"? If you're going to say such sweeping generalisations you ought to have some proof to go with that.

    Most sane people use books as reference materials. It's much more convenient to flip to the right page of a book (digital or otherwise) to reference what you need, than it is to scrub through to some arbitrary point in a video.
     
    Last edited: Sep 16, 2022
  9. altepTest

    altepTest

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    If you have time to read a book just to create three buttons in an interface, be my guest.
     
  10. spiney199

    spiney199

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    I mean I learned UI Toolkit by reading the documentation, so... it's not that different.
     
    Mj-Kkaya, Havokki, PeppeJ2 and 2 others like this.
  11. altepTest

    altepTest

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    this is not a book about learning the UI, is a book on how to create and understand this UI project specifically. you are blind of the hate you have against me. You need to stop and think what I'm trying to explain instead of jumping to conclusions.

    I'm ok with having a book or online text resources easy to access that explain each UI module and feature clearly. Is what you are saying with your posts. I'm the same idea as you.

    What we have here is that they have released this project and they are telling you to compile a scam looking page so you can get the book explaining this project by mail.

    Why do I need to give them all my personal data? Doesn't unity already have this data? What is the point of this?

    To understand this project better and faster a video walktrough on how was build and what is inside is way better than reading some not yet released book. The if we want to check what a particular UI element does the online resource you are talking about is the way to go.
     
  12. spiney199

    spiney199

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    What are you on about? It's literally a learning guide for UI toolkit that uses this project as an example piece. I could quote what it says above... but it's literally at the top of this page, lol.

    It's a reference document that has a hands on, tangible (as tangible as you can get digitally) example to go with it.

    If that's not a good learning resource, I don't know what to say mate. You can go back to your Youtube videos I suppose.

    As for the personal details, I imagine this it to gauge levels of engagement and cross reference that with their existing user base. You know, see who among their user base is engaging with these documents, and if its worth producing more in the future.

    You can always throw nonsense in them with a throw away email account if you are so pointlessly paranoid.

    Any way my original post was to pick fun at you saying 'nobody reads books'. You can't say such sweeping generalisations. Tons of people read books; more than ever, would you believe. And Unity have been producing these PDF guides for a while. If no one was using them, they wouldn't keep making them.
     
  13. altepTest

    altepTest

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    never knew these exist can you link a couple, i want to check see what is about
     
  14. eduardooriz

    eduardooriz

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    Hey Dorusoftware

    The email provided is only so you get the link of the ebook in your email when it's available, nothing else. The rest of the info is there only because we use the same form we use for other marketing campaigns.

    Regarding the e-book, it provides a very deep dive into all the systems that come into play for UI, from Unity UI to UI Toolkit (runtime), it's aimed at professional UI Artists and any dev working with UI. We teamed up with UI Artists, front end designers, the UI teams at Unity and even game designers for the content of the book, I think it will be worth a look, and for sure, not all chapters are for everyone, so it's more of a reference book, than a must-read from top to bottom, we also provide some content, tips, write ups that are more appropriate for a book format than documentation, of course, acknowledging that the documentation is and will be the ultimate source of truth.

    Here you can find examples of other of our ebooks:
    1. Optimize your game performance for mobile
    2. Console/PC game perf. optimization guide
    3. Unity Gamedev Field Guide
    4. Optimize Your Mobile Game Performance
    5. Version control and project organization best practices for game developers
    6. Unity for Technical Artists: key toolsets and workflows (2020 LTS edition, 21 LTS ed. coming out soon)
    7. 70+ tips to increase productivity with Unity LTS 2020 (2020 LTS edition, 21 LTS ed. coming out soon)
    8. HDRP Definitive Guide to Lighting (2020 LTS edition)
    9. Game Designer Playbook
    10. 2D Game Art , Lighting and Animation
    11. Ultimate Guide to Profiling
    12. HDRP Definitive Guide to Lighting (2021 LTS edition)
    13. Introduction to the Universal Render Pipeline for advanced Unity creators
    14. Create a C# style guide: Write cleaner code that scales
      ... many more coming soon like a massive VFX Artist ebook
     
  15. altepTest

    altepTest

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    Thank You for the links, they look like great information to have. Too bad I didn't know they exists when trying to learn out unity. :( Both unity and unreal have great official tutorials but both companies don't present them in a good way, is never clear where they are located. I recall that to discover both game engines "learning" areas was just a causality of browsing the forums and finding someone posting a link

    I don't want the book in the mail immediately when it shows up, maybe there is a place where can I visit and when its available I can get it?

    Edit: I'm looking at some of the books, now I'm really annoyed, why this information was not promoted better. The book about optimizing the game for mobile have so much helpful stuff
     
  16. spiney199

    spiney199

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    It's a PDF... Just download and store it somewhere on your computer.
     
    thomas_jacobsen_unity likes this.
  17. eduardooriz

    eduardooriz

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    It will be a link to the page where you can read it or download it if I remember correctly
     
  18. Qriva

    Qriva

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    I checked this demo, it's nice to see working stuff like this, but I am kind of disappointed about animating - is really render texture the only way to create animation? I don't mean moving element left and right, but something more fancy.
    Is there any support for flipbooks or anything like that? Or even better - custom shader/material?
     
  19. eduardooriz

    eduardooriz

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    Flipbook animation can be achieved via c# swapping the sprites, but the team is working on an integrated solution, based on the roadmap info: https://unity.com/roadmap/unity-platform/gameplay-ui-design
     
    Qriva likes this.
  20. marcatore

    marcatore

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    Just a question, this project needs URP as reported.
    This mean that UI Toolkit is usable just with URP or it's possible to use also with HDRP?
     
  21. altepTest

    altepTest

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    the new ui works with any of the render pipelines.
     
    eduardooriz and marcatore like this.
  22. Junami

    Junami

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    Hey, for some reason I am unable to Open the project in Unity (tried 2 different browsers). Is there something I need to do to allow it? Thanks =)
     
  23. eduardooriz

    eduardooriz

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    Did you import it (once added from the Asset Store to your account) via Package Manager > My assets?
     
  24. Junami

    Junami

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    Ok I was able to sign in to package manager and download it and get into a project (can't believe it all worked)! I hit play and was so impressed with everything. I'm slowly unpacking and learning here and looking forward to making my first game/UI!
     
    eduardooriz likes this.
  25. eduardooriz

    eduardooriz

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    Sign up to get an alert when the e-book about it comes out soon! it might help too
     
  26. magic6435

    magic6435

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    When you say soon... how soon we talking? It's been kinda frustrating that there was no estimate, not sure many people thought "coming weeks" was gonna mean 8. Not a knock, I'm super excited for it.

    *I'm hoping to use it with my students so there is always some planning/timing that goes along with that. :)
     
    eduardooriz likes this.
  27. eduardooriz

    eduardooriz

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    We are looking at December, the book is done and ready but is in design stage and there's a few few pending logistics, but December seems like the month for it
     
  28. firebird721

    firebird721

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    We all wait eagerly..

    in the meantime i would like some help - can you help me understand hot to transfer a visual tree asset form the project to my project? as for now it transfers but somehow its is damaged and not have all its components

    thanx
     
  29. firebird721

    firebird721

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    Specifaly i want to take CharPortrait and use it in other project
    when i do that even if try to export or pbring the atlas pictures this is what i get

    upload_2022-11-4_2-46-43.png


    when i try to play with the atlas i cant find specicf image but the whole pallet of sprites

    upload_2022-11-4_2-47-56.png

    also

    even in the regular i cant seem to change the stuff in the bacground image - look here and that some of the fields is not highlihgted soicant seem to change them

    and in the coruupted one(the one i tried to transfer to my project) i cant seem to fix at all - becuse it is marked

    i wonder how ii can transfer specic component with their bindings

    upload_2022-11-4_2-53-1.png
     
  30. doodle02

    doodle02

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    The GoldFX position is correct only under the design resolution. If the screen resolution is modified the GoldFX position is wrong.

    Work on design resolution:
    work.png

    Not work on other resolution:

    not work.png
     
  31. eduardooriz

    eduardooriz

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    Yes, we are aware of it, we couldn't fine-tune that in time, but for the next update we should get it right (looking at 22 LTS for an update)
     
  32. eduardooriz

    eduardooriz

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    The UXML/USS files in UI Builder are referring to image assets in the project. Make sure you move the portrait images too to the other project, those portraits are in Assets/UITextures/CharacterPortraits
     
    firebird721 likes this.
  33. firebird721

    firebird721

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    i did copy yhe whole ui folder

    upload_2022-11-4_12-17-37.png

    upload_2022-11-4_12-18-33.png

    i did some thinking
    maybe i didnt copy the refence picture(not sure exctly how does it work)
    MAYBE i need the scripts too?
    i did change the scripts sothe y fit my needs but maybe there is link from the ui to the old scripts or something
    and i didnt copy them
     
    Last edited: Nov 6, 2022
  34. eduardooriz

    eduardooriz

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    In the new project... do you have the 2D sprite, 2D PSD Importer packages installed?
     
    firebird721 likes this.
  35. magic6435

    magic6435

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    Fantastic! Thanks super appreciate the idea around timing and the reply!
     
    eduardooriz likes this.
  36. firebird721

    firebird721

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    Yes. i have both of them(locked)

    i understand that this assets ui use the sprite atlas - i wonder if i hve problem in this area

    maybe i use later versions of unity (2022) and that creates problems?


    I probably dont understand new ui tool and the uss- uxml combination - but one of hard things is that lots of the elements are in gray meaming i cant play with them(maybe there is a parent or uss which controls their behaviour?). also i see that in some of the compnenets there is a path thati cant control but maybe this path leads to the broken pictures atlas?

    the atlas way of working is still not clear to me and maybe this is one of the confusions(should i download more pacakages or so?)/ anyhelp is very welcome

    thx!

    EDIT
    i do see i have some influence if i change directly the element in the uss
    eg
    in charportait - if i hoover on health bar progress i can change the background picture-image directly and it changes the health bar i see
     
    Last edited: Nov 8, 2022
  37. eduardooriz

    eduardooriz

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    Does it work ok when you move it over a project in 21.3.x (start a new project from the 2D URP template to make sure there's not a package missing, and also to make sure that the new images are added as sprites and not textures)? The images there are just simple images so not sure what the problem could be, none of the images seem to load. The greyed out elements are like that because they are embedded uxmls, they need to be edited separately
     
  38. firebird721

    firebird721

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    upload_2022-11-8_17-7-0.png

    ן will try go back from 2022 to 2021 - in the mean time i discoverd some change that maybe influecne - in the background picture now its written (transform)

    but wheni maanualy change it it looks like this and it works

    upload_2022-11-8_17-10-5.png

    maybe this is the key for the confusion?

    maybe the question now is how i can change it totay without the need to go over one after another?

    my version that i use is 2022.1.19f1
     
  39. eduardooriz

    eduardooriz

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    One question, the UI_atlas.PSD file (the one containing all the UI artwork)... can you make sure the importer for that asset is the PSD importer? like in the attached screen. I get the impression that the reference to the sprites is broken because the PSD is not imported with the PSD importer but the texture importer (which reads the PSD as a flat image, resulting in missing sprites when UI Builder tries to access them). More about the PSD importer here. If you use 21.x make sure to also add those 2 scripts
     

    Attached Files:

  40. blockimperium

    blockimperium

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    Anyone know when the book is going to be released? We're trying to determine which approach we're going to go with long term for UIs and UIToolkit is something we want to consider, but there are no good books/documentation on it and was hoping to see this book before we start down the road with the UX artists.
     
  41. eduardooriz

    eduardooriz

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    Hi. It will go live in December, the book is done and complete (I'm working on it first-hand). It is in design phase right now. In the meantime, the documentation team has been updating the documentation, you can take a look at these freshly updated / new doc pages:

    New documentation just published:
    Existing pages that have been updated:
     
    dlorre likes this.
  42. LishaLi_unity

    LishaLi_unity

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    eduardooriz likes this.
  43. blockimperium

    blockimperium

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    Thanks team! We really want to use it, but quality documentation/tutorials had been hard to come by. Much appreciated!!
     
  44. Ted_Wikman

    Ted_Wikman

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    @firebird721 the reason behind the missing images is because this project is using a PSD Importer override in order to import .psd files with the PSD Importer package.

    To have the UI elements retain their image reference, also make sure to copy the Settings folder located in
    [Assets]/Scripts/
    This folder contains the PSD Importer override scripts. It is important to copy both the scripts and their meta files.

    Let me know how it goes!
     
    firebird721 likes this.
  45. firebird721

    firebird721

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    THX allot

    i did imported the setting - maybe i am not sure how to use it but it didnt fix the problem - i still have screens who have problems like this


    another problem with thi new ui i get is it very hard for me to understand where the problem lies
    for example here - i took stuff from your demo to my game - i want to put wepon chosen instead of the potion and i do want to put picture of pilots inside the frame and connect my health system to this health bar

    upload_2022-11-20_17-3-23.png upload_2022-11-20_17-3-23.png

    for example here - am trying to change the size of the frame (the orange one)
    also i want to understand why the image is deiffernt - i know that at some time i did change it

    for this is the protarit screen upload_2022-11-20_17-6-33.png

    i remeber i played with it and changed it

    the problem for is is i am not sure how to "click" and ui element in the scene view

    and becuase ot that i am not sure how to find leverges for change

    for exampLe here i want to change to protrait but not sure where it is

    upload_2022-11-20_17-8-34.png
    it is probably here

    but i am still not sure how to locate the stuff
    how to connect what i see in the scene-game view and what i see in the builder ui window

    at the end
    i did find the place in the script where i changed the picture - i did it thru the character info data scriptable object but it took time. i think i still am very coufused about all the connections

    the game screen - the game screen controler - the style S*** - the uxml - the unit controller ...
    lots of connections
    probably whem time goes on i will have better understanding of how to connect and find it all . i would be thankfull for some tips... thank you

    ps.
    about the first problem.I do think the importer is working because i do see the seperate pictures in the project files (some from each because i downloded A few to play and try them out in differnt settings)

    upload_2022-11-20_22-2-13.png

    upload_2022-11-20_22-2-50.png
     
    Last edited: Nov 21, 2022
  46. eduardooriz

    eduardooriz

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    All the UI Toolkit interface use the screen space to render elements, just mentioning because that is different to the game space. The frame's UXML file and corresponding styling selector will determine its size, the character portraits are just background images.

    Regarding how things connect to the code. I would need to check the project but essentially, in the script, you load the visual tree (UXML) and store references to the visual elements in variables and then also register call backs so functions will be triggered when for example a click happens. We also used Scriptable Objects to store some game data.

    Maybe if it helps you can also try using Unity UI for the game UI (might be easier to implement if you were relatively new to Unity). We also cover it in the upcoming UI book, but in the meantime you can check the Game Designer Playbook, where we give an intro to Unity UI, here: https://unity.com/how-to#technical-e-books-artists-designers
     
    firebird721 likes this.
  47. firebird721

    firebird721

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    ok - i used your last answer to understand how the whole mechanizem worked and got progress but the graphics part importi wasnt able to solve it so i just imported the whole thing -dragoncrashers ui - in package manager

    it worked at last and everything was fine but i needed to adjust the layers i imported to fit my game

    and i think this made everything not work again.. not sure what is happening..

    upload_2022-11-23_16-40-12.png


    upload_2022-11-23_16-41-39.png

    i tired checking the styke S*** but the texure is missng
    upload_2022-11-23_16-43-15.png

    now by the nothing works - all the uxml got earsed some how

    upload_2022-11-23_16-44-45.png

    hope to dinf solution soon

    thanx

    ps

    really not sure what is happeing/ i rebooted unity and wallaaa... it is all working...
     
    Last edited: Nov 23, 2022
  48. blockimperium

    blockimperium

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    Release the book - stop teasing us with it ;)
     
    eduardooriz and firebird721 like this.
  49. unity_Q6gtYM13wT7GjQ

    unity_Q6gtYM13wT7GjQ

    Joined:
    Oct 1, 2021
    Posts:
    3
    I thought you "didn't have time to read books" and now you complain that the books weren't promoted better. Everything is bad for you, mate.
     
    firebird721 likes this.
  50. firebird721

    firebird721

    Joined:
    Jun 8, 2022
    Posts:
    101
    hi

    i have some problem with my main screen
    but not sure why and how can i fix it because i cant see it in the ui builder
    (i play with dragon crashers examples so basickly it is not far for the package i downloaded and changed)


    it does compile in runtime
    upload_2022-12-5_22-48-39.png


    but i cant see it in the ui builder somewhy

    upload_2022-12-5_22-48-19.png