invexgames / materialui Goto Github PK
View Code? Open in Web Editor NEWMaterialUI is a UI kit for Unity that follows Google's official material design guidelines.
Home Page: http://invexgames.com/materialUI.html
License: Other
MaterialUI is a UI kit for Unity that follows Google's official material design guidelines.
Home Page: http://invexgames.com/materialUI.html
License: Other
Hello,
I have a question about if this project is abandoned or not. Because I've seen that there's no commit since 4 years ago, and there're issues without answer or still opened.
Also, is this repository going to be updated in order to be compatible with the package manager? I think this repo would need a package.json manifest file at the root folder, as specified here, in case that you want to make people import this repository from the package manager. About this, I am trying to do so in a fork of the project, to be able to use this asset from the Package Manager (importing from a git URL), but it would be nice if the original repository gets updated.
It's a very nice asset! I hope this is not abandoned.
Thank you in advance.
I'd love to see a demo (gif/video) of what the screen manager does.
I'm sure it's something to easily move from one UI to another, but never saw that in action :)
@InvexGames hi! it seems im facing issue regarding Assets/MaterialUI/Scripts/ShadowGen.cs(292,40): error CS0117: System.IO.File' does not contain a definition for
WriteAllBytes'
how can i fix it ? any solution please ?
Sorry for my bad English.
So, when I try to instantiate any element, I get:
ArgumentException: The thing you want to instantiate is null.
UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:102)
UnityEngine.Object.Instantiate (UnityEngine.Object original) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:87)
MaterialUI.MaterialUIEditorTools.CreateCheckbox () (at Assets/MaterialUI-master/MaterialUI-master/Editor/MaterialUIEditorTools.cs:179)
Any ideas?
Unity 5.1.1 Personal, Android Project
Hello,
Just wanted to know if in Edit/Project Settings/Editor you had Asset Serialization set to Force Text?
Because it seems that all your prefabs in ComponentPrefabs and the colors such as Editor/01 - Red are binaries (downloading the raw file from github and opening it, we can see that it's binary).
The issue is that opening these in Unity will reserialize everything and git will mark these files as modified :/
If you already have ForceText, maybe it's because I'm working with a different version of Unity? Which one are you using? Thanks!
So I was trying out the text input.
If you try to type something really fast, it'll drop the frame rate to zero and gets stuck for a second or so.
Is this Unity UI's issue or MaterialUI?
That's really nice that you added an Icon to the RadioButton, Checkbox component etc... (with the text) but I think they need to have the CheckboxToggler script attached to them :)
When I imported the package, I got this error
Assets/MaterialUI/Scripts/Components/ButtonConfig.cs(35,31): error CS0723: MaterialUI.ButtonConfig.inkBlotsControl': cannot declare variables of static types
I tried fixing it multiple ways, but when I actually get it to run, the ink blots don't work. I would be very happy if you could help me, as I love the new features!
Thanks,
DrabWeb
This would be awesome, and I think we need that almost in every game/software: http://www.google.fr/design/spec/components/chips.html
It's basically just a "row" component, that act like a button, you put everything you want in the row, and it's clickable as a button.
Currently I can't take a common button and use it for that, because when I resize it, it breaks the background and shadow of the button.
According to the wiki I'd only have to edit the width/height of the RectTransform, I can resize it in the Editor, but in runtime mode it resizes back to the text bounds.
Is it a bug or did miss any option?
When making a web build, this error occurs Assets/MaterialUI/Scripts/ShadowGen.cs(292,40): error CS0117: 'System.IO.File' does not contain a definition for 'WriteAllBytes'
.
From cursory investigation it's because I'm in web build mode and web builds don't have that method defined. I see that file is Unity Editor only, I have just commented that line out as a temporary solution.
I imported the whole package in my project. It works fine!
I can easily create ui elements by dragging them from the folder "ComponentPrefabs" to my hierarchy.
However, when I want to directly create an ui elements using right click mouse button in the hierarchy and selecting "Material UI", I always get the same error message :
UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:102)
UnityEngine.Object.Instantiate (UnityEngine.Object original) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:87)
MaterialUI.MaterialUIEditorTools.CreateRoundButtonRaised () (at Assets/UI Google/Editor/MaterialUIEditorTools.cs:136)
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)
How can i handle switch change ? Give me a sample code block ?
Just a suggestion,
Why don't you put something in the Update of the script, so it can check every frame (in editor only) if the text has changed, if it has, you just call the method to snap the button to text.
So we don't have to press the button snap and save the scene to make things look good?
Importing the MaterialUI package along with the Vuforia package causes compiler errors.
Sample error:
Assets/MaterialUI/Scripts/CheckboxConfig.cs(49,48): error CS1061: Type Image' does not contain a definition for
gameObject' and no extension method gameObject' of type
Image' could be found (are you missing a using directive or an assembly reference?)
After adding about 100 List Items to a ListView the app runs very slow on a Samsung Galaxy S2.
Unity 5 profiler:
Mesh.createVBO is the most expensive process
We you press play with a Radio Buttons component (with 3 radio buttons), none of them have the link to the ToggleGroup :/
Hey :)
Try to create a switch and play with interactable/isOn.
If you have interactable unchecked, and toggle isOn (true to false, then false to true etc...) you'll see that the switch changes color instead of using the disabled color.
I've been using EZAnim a lot lately, and for quite a while, but randomly now I get this error when trying to use (EZAnim Variable).Animate(); or (EZAnim Variable).AnimateAll();
NullReferenceException: Object reference not set to an instance of an object
MaterialUI.EZAnim.AnimStruct (Int32 i) (at Assets/MaterialUI/Scripts/EZAnim.cs:67)
MaterialUI.EZAnim.AnimateAll () (at Assets/MaterialUI/Scripts/EZAnim.cs:136)
This randomly happens on random triggers, with them occasionally fixing themselves for no apparent reason. I looked into the error a bit, and at line 67 in EZAnim.cs, it has this
activeList[i] = true;
Now I did some digging and the variable that it is looking for is there, as far as I know. My best guess is it is throwing the AnimStruct function a bad number, making it look for a variable that doesn't exist. If you could help me fix this that would be great!
Thanks,
DrabWeb
Hey!
I've sent 2 emails (one two weeks ago, another a week ago) and never had an answer :)
I used [email protected], it's not the correct mail?
Hello!
I wanted to do a demo scene for the toasts, but it seems broken.
It was working really nice before, now, when you call the Toaster.PopupToast method, it creates a huge Toast of 1000x1000.
It's also really weird, because putting the Toast prefab in the scene (the one in Resources), it's 1000x1000 and I can't resize it. The only thing I can do to make it have its size back is doing a small modif, then pressing Ctrl+Z... lol
Anyway, I think the way the Toast is handled is really complex for no reason.
In conclusion, what I think is best, is add a menu where user can create a ToastManager, that will place the ToastManager gameObject correctly in the canvas (and will be the parent of the toasts).
This ToastManager do not have any variable, so nothing is exposed to the inspector. It's just here to be the parent of the toasts, and initialise things.
Rewrite a little the Toast classes to remove all the unnecessary code.
And the test scenes will have to call the toast via script.
If you really want to have a toast component with color, text, duration etc... exposed to the inspector, you can maybe make a ToastTrigger component that one can attach to a gameObject that has a button for example, and they will drag&drop this component in the button event method.
Maybe that's not a bad idea :D
And for the last thing about toast:
PS: I don't know if you want to do it yourself, but if you want me to do it, just tell me I'll try to get into it ;)
Maybe I'll take some time and try to reproduce every demo there is on this page: https://material.angularjs.org/#/demo/material.components.autocomplete
What do you think?
I had to fix 2 of the 3 popups because they were using outdated buttons.
The popup examples are great, but I think that that's what they are, popup examples. They are examples of popups people can create and have in their scene to call.
What would be way better, is to create a bunch of different dialog types (see below), and allow users to call them via code (same thing than the Toasts). Because if you have 200 different dialogs in the game, you will certainly not create all of them in the scene and just display them.
So, once thing awesome, would be to have a DialogManager, on which there is multiple public methods to display different dialogs, such as :
And even better, it could be just 3 different prefabs, the first one for the basic things, the second for the select, and the third for image select.
And we could have just one public method call for each, that requires title, text, button1, button2, and if you pass null to one of them, we do not display the title, or do not display 1 or all the buttons etc...
All of these dialogs will have a scrolling by default? Like, if the content is bigger than the height of the screen, it become scrollable? I don't know :/
And if someone wants to use a custom dialog, either he will use one that he already added in the scene, or better, we could add a public method, that take a Resources name as parameter, such as:
DialogManager.ShowCustomDialog("MyGreenListDialog") it would maybe return the gameObject that has just been instantiated. So users can just have MyCustomDialogManager for example, and do what they want with it inside (we could provide one as example).
What do you think about all that?
Do you want to do it? Or should I? :)
Closed dialogs and nav drawers continue to render after they have been closed and moved off-screen. Can these objects be deactivate or not rendered when they are closed so that they don't eat up precious draw calls on mobile?
Just thought I'd let you guys know, I'll fix it when I can.
So far I've noticed the 'highlight last selected' and 'expand direction' options don't work as they should.
Hello,
I just imported the package into my unity environment and was greeted with the following error:
Trying to add UnityEngine.UI.LayoutRebuilder for layout rebuild while we are already inside a layout rebuild loop. This is not supported. UnityEngine.Canvas:SendWillRenderCanvases()
Any clues on what might be the problem ?
Thanks,
After calling Back() on a ScreenConfig, the ripple mask object of that screen stays in place after the animation has finished playing and, while it is invisible so doesn't visually obscure the new screen, still blocks clicks and touches.
This seems to also have something to do with timing of the animation since as the animation plays, the ripple mask shrinks and sometimes becomes so small that it isn't noticeable.
EZAnim is missing from the package
https://gyazo.com/91f6e926cc53cdb9397e155d8573694a not too sure what can be causing this.
Just leaving this here so I remember to fix this up.
Hi there,
it would be nice to be able to dynamically add ListItems via code and that the ListItem resizes depending on the text length.
Generally it would be nice to have list items with more than three columns and it resizes automatically.
First of thanks for this unity package, its beautiful and super helpful. Now i'm not sure if this is a desired feature or not, but the Text Input prefabs do not re-size for long strings. For example, if the user wanted to write there own little paragraph, the input field gets cut off and only stays on a single line. I tried setting the horizontal and vertical text to "Overflow" but this seems to be getting overridden somewhere. Is this something I'm doing wrong? Is this a desired affect? If not, any Ideas for a fix?
can you explain how to resize the switch. i am directly put it by drag and drop from prefab folder. but while resizing it, not woriking properly. any idea on this.
P.S It's a really amazing UI kit i ever found.
Thanks
Ink Blot does appear but it's not where the UI was clicked.
Recreate: Create a MaterialUI Button and then change Canvas Render mode to something other than Overlay. Now when you click the button the Ink Blot is not where it should appear.
Just a basic pre-created component that is a divider :)
http://www.google.fr/design/spec/components/dividers.html#dividers-usage
Hello,
I wonder, if it's possible to move the root 'MaterialUI' Folder into a subfolder.
Right now, the GUI from Unity3D work properly, but when i want to create some Buttons, i always get the message that an GameObject cannot be instantiated.
Thanks
Also, one thing really weird, if you have multiple switch, it seems like only one of the switches receives input from the click... And I suspect the shadow being really big, blocking the input of others.
So if you have an inactive switch next to an active one, you won't be able to click on the active one for example because it is blocked by the shadow collider of the inactive one.
Or if you have two active next to each other and click on the first, it's the second who receives the event.
I'll soon push to a branch the example switch scene, you'll see the issue.
Hey :)
Instead (or in addition) to creating components from the MaterialUI menu where there is only text, and we don't always now what the component looks like. Once thing we can do, is create an editor window, with the entire list of all the components (with a picture), so you can directly see the component you're about to create, and we could even give a title + description!
In fact, this is just like in VisualStudio for example where you see all the components, or any IDE in fact that does that :p
In case this is not clear, on the left of these images for example:
I try to run my Unity project for Android (not sure if that matters or not) but I get multiple errors from the same source saying "Menu Component/MaterialUI/Toaster can't be checked because doesn't exist". When I look for these files, they do exist in its proper place and I don't see anything wrong with them.
Can anyone help me figure out why it is saying these files don't exist when they do?
Here is the screenshot of my work environment (https://imgur.com/ZW5BUTQ)
There is a similar question posted but there is still no solution.
Hello there,
Great work on MaterialUI, it's really an awesome extension / graphics library. I'm using it in my own GitHub project and since you are so regularly updating it, I thought I would clone it into my project using a Git Submodule. The issue here is that in doing so, the whole project is copied because git doesn't allow partial syncing of repositories. Therefore I suggest reordering the MaterialUI GitHub to only include the MaterialUI folder (especially now that you've organised everything so neatly inside it). All the other Unity files should be handled by each individual project.
I really hope to see this in a future update, it makes it much easier for people to keep their MaterialUI updated. Keep it up! ๐
Sliders! :D
I have pushed the Sliders scene so you can play with it while fixing the issues.
Hello Devs,
Thanks,
Link to Playstore: https://play.google.com/store/apps/details?id=com.runjumpfall.sixtoone
Hey guys! If you're unsure of what something does, or how to do something, check out the wiki to see if it's there.
If it's not, or you need more info, or a video tutorial, let me know here!
Hi! How to close selection box using script when user open it but didnt select anything and pressed another button? Is there any function in Selection Box Config?
Hello,
I've just noticed that there is no single Text component in the prefab and in the MaterialUI menu.
It will be really handy to create a Label just like any other component ;)
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