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This repository was archived by the owner on Apr 29, 2021. It is now read-only.
not invoked by UIWidgets. For example, if the code is in ```completed``` callback of ```UnityWebRequest```,
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you need to enclose them with window scope.
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not invoked by UIWidgets. For example, if the code is in `completed` callback of `UnityWebRequest`,
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you need to enclose them with window scope.
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Please see [HttpRequestSample](./Samples/UIWidgetSample/HttpRequestSample.cs) for detail.
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For callback/event handler methods from UIWidgets (e.g ```Widget.build, State.initState...```), you don't need do
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For callback/event handler methods from UIWidgets (e.g `Widget.build, State.initState...`), you don't need do
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it yourself, since the framework ensure it's in window scope.
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#### Show Status Bar on Android
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Status bar is always hidden by default when an Unity project is running on an Android device. If you
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want to show the status bar in your App, this
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[solution](https://github.com/Over17/UnityShowAndroidStatusBar) seems to be
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[solution](https://github.com/Over17/UnityShowAndroidStatusBar) seems to be
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compatible to UIWidgets, therefore can be used as a good option before we release our
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full support solution on this issue.
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full support solution on this issue.
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Besides,
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please set "Render Outside Safe Area" to true in the "Player Settings" to make this plugin working properly on Android P or later.
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#### Automatically Adjust Frame Rate
@@ -230,15 +230,15 @@ Please select the plugin of the Unity version corresponding to your project, and
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If you need to disable this plugin for any reason, please disable all the versions of this plugin as described above.
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This plugin overrides the following parameters in the Unity WebGL building module:
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```
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```none
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JS_SystemInfo_GetWidth
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JS_SystemInfo_GetHeight
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JS_SystemInfo_GetCurrentCanvasWidth
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JS_SystemInfo_GetCurrentCanvasHeight
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$Browser
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$JSEvents
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```
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If you would like to implement your own WebGL plugin, and your plugin overrides at least one of the above parameters, you need to disable the `UIWidgetsCanvasDevicePixelRatio` plugin in the above mentioned way to avoid possible conflicts.
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If you would like to implement your own WebGL plugin, and your plugin overrides at least one of the above parameters, you need to disable the `UIWidgetsCanvasDevicePixelRatio` plugin in the above mentioned way to avoid possible conflicts.
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If you still need the function provided by this plugin, you can mannually apply the modification to Unity WebGL building module introduced in this plugin.
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All the modifications introduced in `UIWidgetsCanvasDevicePixelRatio` are marked by `////////// Modifcation Start ////////////` and `////////// Modifcation End ////////////`.
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In the marked codes, all the multiplications and divisions with `devicePixelRatio` are introduced by our modification.
@@ -247,37 +247,37 @@ To learn about the original script in detail, please refer to `SystemInfo.js` an
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#### Image Import Setting
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Unity, by default, resizes the width and height of an imported image to the nearest integer that is a power of 2.
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In UIWidgets, you should almost always disable this by selecting the image in the "Project" panel, then in the "Inspector" panel set the "Non Power of 2" option (in "Advanced") to "None", to prevent your image from being resized unexpectedly.
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## Debug UIWidgets Application
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#### Define UIWidgets_DEBUG
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It's recommended to define the **UIWidgets_DEBUG** script symbol in editor, this will turn on
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It's recommended to define the **UIWidgets_DEBUG** script symbol in editor, this will turn on
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debug assertion in UIWidgets, which will help to find potential bugs earlier. To do this:
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please go to **Player Settings -> Other Settings -> Configuration -> Scripting Define Symbols**,
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and add **UIWidgets_DEBUG**.
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please go to **Player Settings -> Other Settings -> Configuration -> Scripting Define Symbols**,
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and add **UIWidgets_DEBUG**.
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The symbol is for debug purpose, please remove it from your release build.
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#### UIWidgets Inspector
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The UIWidgets Inspector tool is for visualizing and exploring the widget trees. You can find it
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via *Window/Analysis/UIWidgets* inspector in Editor menu.
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via *Window/Analysis/UIWidgets* inspector in Editor menu.
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**Note**
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***UIWidgets_DEBUG** needs to be define for inspector to work properly.
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***UIWidgets_DEBUG** needs to be define for inspector to work properly.
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* Inspector currently only works in Editor Play Mode, inspect standalone built application is not supported for now.
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## Learn
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#### Samples
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You can find many UIWidgets App samples in the UIWidgets package in the **Samples** folder.
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You can find many UIWidgets App samples in the UIWidgets package in the **Samples** folder.
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Feel free to try them out and make modifications to see the results.
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To get started, the UIWidgetsTheatre scene provides you
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a list of carefully selected samples to start with.
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You can also try UIWidgets-based Editor windows by clicking **UIWidgetsTest** on the main menu
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You can also try UIWidgets-based Editor windows by clicking **UIWidgetsTest** on the main menu
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and open one of the dropdown samples.
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#### Wiki
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The develop team is still working on the UIWidgets Wiki. However, since UIWidgets is mainly derived from Flutter,
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you can refer to Flutter Wiki to access detailed descriptions of UIWidgets APIs
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you can refer to Flutter Wiki to access detailed descriptions of UIWidgets APIs
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from those of their Flutter counterparts.
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Meanwhile, you can join the discussion channel at (https://connect.unity.com/g/uiwidgets)
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@@ -289,7 +289,7 @@ Meanwhile, you can join the discussion channel at (https://connect.unity.com/g/u
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| Can I use UIWidgets to build game UIs? |**Yes**|
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| Can I develop Unity Editor plugins using UIWidgets? |**Yes**|
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| Is UIWidgets a extension of UGUI/NGUI? |**No**|
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| Is UIWidgets just a copy of Flutter? |**No**|
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| Is UIWidgets just a copy of Flutter? |**No**|
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| Can I create UI with UIWidgets by simply drag&drop? |**No**|
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| Do I have to pay for using UIWidgets? |**No**|
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| Any IDE recommendation for UIWidgets? |**Rider, VSCode(Open .sln)**|
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