★ wanayoo — archive 1999 https://github.com/UnityTech/UIWidgets/issues/92Nouvelle recherche | Portail wanayoo
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UIWidgets cross-platform compatibility #92

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favoyang opened this issue Apr 5, 2019 · 3 comments
Open

UIWidgets cross-platform compatibility #92

favoyang opened this issue Apr 5, 2019 · 3 comments
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@favoyang
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@favoyang favoyang commented Apr 5, 2019

It's not very clear on documentation about the cross-platform compatibility. Can anyone confirm it on below platforms?

  • Mobile - iOS/Android
  • WebGL
  • Standalone - WIn/Mac/Linux
  • Console - Switch / XBox / PS4
@JustinFincher
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@JustinFincher JustinFincher commented Apr 6, 2019

Not an official answer, but from what I have tested after using for a week, Standalone (Win / OSX), Android and WebGL seem to work just fine. Minor bugs may happen but closed quickly by devs.

@favoyang
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@favoyang favoyang commented Apr 6, 2019

@JustinFincher thanks for the info. One more thing, is this useful for in-game UI (dialog / panel / HUD that takes only part of screen)? Just think about a RPG game with lots ui stuff. I'm curious because the documentation hints that this project is made for building "apps" for unity.

@JustinFincher
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@JustinFincher JustinFincher commented Apr 6, 2019

@favoyang In my perspective, UIWidgets works in a way that is similar to Dear IMGUI, which outputs a bitmap for drawing and hides internal hierarchy from the scene. So if you need to draw UI on a partial screen, you can give UIWidgetsPanel in the UGUI canvas a limited size or make your own child layout in a full-screen UIWidgetsPanel leaving the root level container a transparent background. I would prefer the latter approach because that would be better at handling notches and keyboard events in mobile devices. After all, I am just a user of this lib and I can't guarantee that what I am saying won't break in the future. 🤪

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