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Showing results for tags 'component'.
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Hi, Using V2.12.0.2 C# Components i am not able to get the same results from GuiObject as from adding object to Gui.Get() What am i doing wrong? Clean test project is attached. PS: What where the 2 folders you needed to debug project? unigine_UI_Test_Project.zip
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Hi, I have been working on C# component for UI. Just finished translating the Unigine::Widgets::Window example from Uniginescript to C# in the OpenGameMenu() function. So I thought to share my result and thought. The widget system has some good things to it and I easily see it becoming a great system. - I can’t wait to see wat I’m able to do with the floating UI’s (next step) That being said it needs some TLC. - More C# examples (in the documentation) and some corrections in the docs. - Alignment and overlapping could use a upgrade. - A actual component set or UI designer
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Hi, I am new to Unigine and find myself going back to the 'C# Component System - UNIGINE 2 Engine Essentials' YouTube video all the time. For example, to look at how to write Parameter Attributes and what see whats possible.
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Hi, what would be the proper way to export custom components used in a project to another project ? So far, I've been moving the C++ source and header files of my custom components from the source folder of my Unigine project to the source folder of another one. I then recompile the moved components in the new project. Is there a quicker and more efficient way ?
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c++ How I can create a 3dObject componet inside a plugin
roberto.voxelfarm posted a topic in C++ Programming
I create a plugin where I want to include a new 3d object. For my 3dObject I inherited from ObjectExternBase class My3dObject: public Unigine::ObjectExternBase { public: template <class> friend class Unigine::Ptr; static void release_ptr(My3dObject *p); { delete p; } static Unigine::Ptr<My3dObject> create(); { Unigine::Ptr<My3dObject> ptr = Unigine::Ptr<My3dObject>(new My3dObject()); return ptr; } virtual int getClassID() override; virtual int getNumSurfaces() override; virtual const char *getSurfaceName(int surface) override; virtual const ::Un -
Hi @demostenes, I've reproduced this. However, it wasn't that often as you mentioned, but quite stable. I also observed that you're running main_sdl.exe instead of regular main.exe. Is this on purpose? We'll investigate the reasons for the crash and will try to fix it in the next update. Thanks.
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Hello, I observe a different behavior of a IG Component depending on whether the component is solo or not in an entity. Let me explain: Here is an excerpt from my ig_config.xml: <entity id="160" name="h160"> <path>entities/h160/h160.node</path> <component id="34" name="rotor"> <property>rotor</property> <parameter name="data1">rpm</parameter> </component> <component id="35" name="rotorwash"> <property>rotorwash</property> <parameter name="data1">wind_percent</parameter&g
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why new property created auto in componentsystem folder after build project? After editing again my properties, running the project will not change the properties in the componentsystem folder. Is it okay if I do not mind the componentsystem folder?
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in Docs, There is only way to do it with code. How add component to node by UnigineEditor? (not .prop) probably like mouse drag to node
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