Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

UI Editor is now available!

Discussion in 'Assets and Asset Store' started by argirisbaltzis, Dec 4, 2015.

  1. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    Hi Gyes
    I just released my UI editor on the store today :) Its a seperate window that allows you to build all interface so you can keep the scene view exclusively for 3d and non ui 2D content!

    Link: https://www.assetstore.unity3d.com/en/#!/content/47800



    UI Editor is a decidated editor window that allows you to build user interfaces with ease and speed.

    Works with Unity 4.6.4, 5.0+

    Features
    ∙ Seperate Editing Window
    ∙ Completely removes UI from 3D scene
    ∙ Context Menu
    ∙ Alignment Tools
    ∙ Grid and Snapping
    ∙ Drag & Drop - Controls Toolbox
    ∙ World Background Rendering
    ∙ Improved Workflow
    ∙ Full Source Code Included

    Support URL: http://www.uiproframework.com/forums/


    If you have any questions let me know.
    Thanks!
     
    Last edited: Dec 9, 2015
  2. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    New version is up, here is the detailed change log!

    Version 1.2
    - Renamed history.txt to readme.txt
    - Scene Settings is no longer hidden in the hierarcy and only gets created if it needs to be used
    - Fixed an issue with InputField not being created on unity 4.6.4 as the menu path was wrong.
    - Fixed an issue with detecting mouse button as down when clicking in the toolbar.
    - Control drag and drop now only works with left mouse button.
    - Added a new control "Mask"
    - Droping a control on the toolbox no longer creates a control
    - Added a new control "Scroll View"
    - Added a new control "Rich Text", this is same as text but it has bold,italic, colored and different size text letters.
    - Added Horizontal, Vertical and Grid Layout controls.
    - Moved Bring To Front/Send to Back in a submenu Order and added Bring to Front by 1 and Send to Back by 1
    - Background Rendering Settings are now stored on a per scene basis.
    - Reworked Anchor Menu, now you can select horizontal/vertical anchors seperately.
    - Fixed an issue where undo wouldnt work when seting the anchor or pivot.
    - Fixed an issue with an object being repositioned wrong after an anchor change.
    - Minimum grid size is now 2, minimum draw size is 8, grid snap is by default on
    - Added dropdown control for Unity 5.2+
    - Added a new control "Container"
    - Stretched non-graphic recttransforms are now longer left click selectable.
    - Fixed an exception bug when undoing a newly created object.
    - Editor renderer now uses a shader
    - Optimized scene settings retrieval
    - Draging and droping a control over another control will now always make it a child.
    - Improved move tool logic so it works as "expected"

    Thanks!
     
  3. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,929
    Have you made any UI's with this and if so, could you show us some examples? I am thinking of getting this to set up the artwork for the UI to then transfer to the programmer. Is that possible?
     
  4. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    Hi Teila, i made quite a few interfaces with it already, i am making a video at the moment to show how to use it.
    UI Editor makes its easy to setup UI and is is ideal for artists as the enviroment is much friendly and familiar than unity's default ui editor, the drag and drop toolbox and context menu tools also allow for easier creation and editing.

    Drag & Drop Functionality:
     
    Last edited: Dec 9, 2015
    Teila likes this.
  5. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,929
    Thanks, I ask because the picture at the top of the page looks very Sci-Fi and I don't want that look for our game. Looking forward to the video.

    This uses Unity's built in UI system, right? Just want to make sure.
     
  6. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    Yes this is just an editor, all the controls you see on the left are the same as creating them through the menu GameObject/UI/Button, Image, Raw Image and so on

    I also added a few extra controls for convenience, such as the Grid/Horizontal/Vertical Layout which simply creates an empty game object with the Rect Transform + Layout component.

    TextMeshPro control is also coming next version too
     
    Teila likes this.
  7. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    New version available on the store

    Version 1.2.1
    • Fixed an exception bug with the context menu when having a non ui object selected.
    • Context Menu controls now always has same set of controls as the controls toolbox.
    • Removed Canvas control from toolbox.
    • Made some cosmetic changes to toolbox;
    • Added support for Screen Space - Overlay.
    • Added Reset/View in context menu to reset the scrolling on the workspace.
    Thanks!
     
  8. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    Version 1.2.2
    - Toolbox background is now less transparent.
    - Added more zoom levels.
    - You can now scroll using either middle or right mouse button.
    - When the view tool is selected you can also pan the canvas with left mouse button.
    - Added pan cursor icon when in scrolling mode.
    - Decreased size of anchor lines and bounding boxes.
    - Added small cosmetics at the root of anchor lines
    - When creating a new control it no longer has a decimal position to improve pixel precision.
     
  9. angelodelvecchio

    angelodelvecchio

    Joined:
    Nov 15, 2012
    Posts:
    170
    Hello hello !!!! this great tool is GREAT indeed !, but i must remember that CTRL+Z is not working for rewinding the scale action ( button "R" in windows )!,

    ah! would be nice if possible, if the tool can get inside the canvas, the "forms" and make a list, for selecting in editor, for example:

    CANVAS
    FORMLOGIN
    FORMBUYITEM
    FORMCONFIG


    I am facing this: I am doing a POS System in Unity + PHP! ( it works marvelously! ), and i have somethings i call "forms" , but others can call "frames" for example, each one, contains its section parameters, would be nice to tag them and easily select them via your editor , instead of disabling it and enabling it and so on each time to fix the things!.

    I invite everyone that are interested to buy this great too ! lets help the developer unity gui sometimes is boring when is amonng everything , its cool to have things organized!
     
  10. angelodelvecchio

    angelodelvecchio

    Joined:
    Nov 15, 2012
    Posts:
    170
    I NEED HELP.

    I removed the package because of the Undo action not working for scaling, and now the UI gameobjects is not showing in the editor anymore, please help!
     
  11. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    Hi angel
    I think the gameobjects are just invisible because by default UI Editor hides the UI layer in the scene view.
    You can control the visibility through UI Editor -> Scene UI: Visible/Hidden

    or manually control the layer visibility by switching on and off the layer visiblity


    SCALE BUG: This bug has been confirmed and fixed, update in review on asset store!

    Thanks!
     
    Last edited: Jan 24, 2016
  12. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Would love to see a video of this, showcasing all features and how you start form scratch.

    Is it easy enough to add our own components to your list if required?
     
  13. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    hi mimminito,
    i am still working on the video unforunately, its taking a bit more time than i thought
    Are you refering to adding your own prefabs to the list or something else?
     
    mimminito likes this.
  14. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Yes, is that how you are doing it? Creating prefabs which then get instantiated by your system? If so, it would be great to be able to add our own prefabs, for example we use a nice structure at our company and having a prefab to set that up would be nice.
     
  15. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    I did some experiment with this, i had a script called LibraryControl that you basically had to attach on the prefab you wanted to become available in the editor.
    Another option was to automatically add every UI prefab found in the project.
    Any suggestions?

    The controls currently available all done via code, as they are build in to unity.
     
  16. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Any way we can add our own controls would be helpful, ill leave the implementation to you :)
     
  17. argirisbaltzis

    argirisbaltzis

    Joined:
    Dec 4, 2015
    Posts:
    12
    New version is up, added some new features and fixed some bugs.

    Version 1.3.0
    - Added anchor visual.
    - Revamped anchor and bounding box lines system.
    - Added edge snaping. Moving an element near a canvas or neighbor element edge it will now snap to it.
    - Added resize boxes around the element.
    - Fixed a bug with anchor context menu not reporting selected type when using custom stretch.
    - Added library control functionality, you cann add the UILibraryControl component on a RectTransform in your project and it will be available in the toolbox.
    - Fixed a bug with resizing while holding control not resizing proportionaly.
    - Fixed a bug in the toolbar that would not report the correct background color.
    - Removed snap to grid option from toolbox and moved it to context menu along with other snap to options.
    - Fixed a bug with arrow keys nudging incorrectly moving children.
    - Arrow keys now also work for rotation, scaling and resizing same way it worked for movement. The appropriate tool must be selected.
    - Highlighted and selected elements now show the name of the gameobject on top left if you keep control pressed.
    - Added a stretch all in anchor context menu.
    - Fixed a bug when creating new elements not spawning at correct position when a canvas scale is applied.
    - Minimum unity version supported is now 5.0
    - You can now drag images from the projects directory to the editor window and it will automatically create a UI.Image or UI.RawImage for you.
    - You can also drag RectTranform prefabs in the editor from the projects folder.

    Thanks!
     
    mimminito likes this.
  18. ptblk

    ptblk

    Joined:
    Mar 27, 2015
    Posts:
    57
    Not really sure what this is supposed to be or used for without a video showing us? Currently it just seems like it creates UI elements using a side panel, which unity can already do with a right click menu.
     
  19. MrIconic

    MrIconic

    Joined:
    Apr 5, 2013
    Posts:
    239
    +1 for above. I hesitate to buy assets when there's no videos demonstrating their functionality.
     
  20. Fera_KM

    Fera_KM

    Joined:
    Nov 7, 2013
    Posts:
    307
    I just purchased this, but it seems adding the plugin to a project increased the wait time after you enable playmode by ~20 seconds, so I had to remove it again.
    Not sure if it was a coincidence or related directly to this plugin, will try some more at test projects when I have time.
     
  21. B_Andrews

    B_Andrews

    Joined:
    Jun 27, 2016
    Posts:
    2
    Hi Argiris,
    Purchased recently, have a mix of questions and feedback.
    Dragging from the toolbox with the appropriate parenting is really intuitive, this is my favorite feature by far.

    I found a few issues:
    1. Undo wasn't supported for re-parenting, rotating or rotating/scaling/Rect-offset with the arrow keys. I fixed this locally.
    2. The alpha blending doesn't match the scene or game views. If you stack some default panels in the Interface view they get progressively darker where as in the game and scene view they get lighter.
    3. Not everyone has the canvas at the root, it might be nested, for now I just switched a call to componentInChildren
    Observations:
    • You can move things that are driven by a layout, so they won't actually be where you moved them once you run the game. In the majority of cases you aren't allowed to do this in scene view or only in a preview fashion.
    • Having the same symbols for the anchors and the Rect corners is a little unclear - this is just my view and something I could change locally
    • Scene view has magnets along the center lines of a parent and holding shift allows movement in one direction - I missed this in the interface view.
    • F Focus - I missed this too
    • There's a fair amount of commented out code, deleting it would make it easier to read.
    • Naming Folders with symbols such as C# causes issues with perforce.

    Enjoying the product over all.
    It would be great to get some insight into the alpha issue - It prevents WYSIWYG editing.

    Thanks,
    Ben.
     
  22. xym_sun

    xym_sun

    Joined:
    Nov 8, 2016
    Posts:
    1
    finally export a prefab?
     
  23. LT23Live

    LT23Live

    Joined:
    Jul 8, 2014
    Posts:
    79
    Wow this forum has been dead for a year?
    Are you still supporting the build of this plugin?

    I love its interface but I would love for you to have 2 extra features:
    1. Distance from the anchor points clearly displayed with 2 decimal places on the align lines. e.g. (205.20)
    2. Since our UI designer works out of a Mac only program called, Sketch. The exported guides come with an alignment and pivot to the top left corner. I would love to be able to automatically set the default pivot and anchor point on instantiation of a UI element. I hope you know what I mean.

    These features would make this plugin perfect. Thanks!