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  1. Attach to HMD

    I'm attempting to simulate an AR monocle, in a VR environment. I understand that GUI cannot be rendered in VR normally, so I am using a world space ObjectGUI. The problem I am having is this: I can't seem to be able to get the ObjectGUI to stick to the user's field of view. I also need to render the GUI to only one eye, but I haven't looked into that yet. I've tried: • Setting the ObjectGUI as a child of the camera. • Moving the ObjectGUI to camera position on update, using a C# script: ui.WorldPosition = cam.WorldPosition + offset; • Moving the ObjectGUI to camera posit
  2. Gui vs GuiObject

    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?
  3. Multiple visible ObjectGui click not received

    Hi, when multiple ObjectGui Objects are visible in my viewport the click event will not be executed anymore or very sporadic when I click on a widget which has a callback function. When only one ObjectGui is visible it works fine. Is this a bug or did I miss something. Thank you for your help. Sebastian
  4. Hiding Nodes

    Hi, I would like to be able to set a node (and its childern ) visible/hide it with a click of a gui button (VR Tempalte, GuiSample). I have two buttons; one for hiding/one for setting it visible again: void GuiSample::icon_furniture_hide() { NodePtr node = Editor::get()->getNodeByName("furniture"); } void GuiSample::icon_furniture_show() { NodePtr node = Editor::get()->getNodeByName("furniture"); } Can I use the getNodeByName method here? Colud you please help me on finishing these methods? Thanks!
  5. Random crashes

    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.
  6. Hi, I'm trying to create two-windowed application by using AppWall Plugin in c++ side. Both windows contain only GUI elements (i implement my methods in System logic). 1 - I get GuiPtr for each monitor. Interpreter *interpreter = (Interpreter*)Engine::get()->getSystemInterpreter(); Reflection PLUGIN_reflection(interpreter, Variable("engine.wall")); //make sure that you have AppWall loaded here Variable res = PLUGIN_reflection.callExternFunction("getGui", Variable(0), Variable(0)); gui_lecture = res.getGui(interpreter); res = PLUGIN_reflection.callExternFunction("getGui
  7. setFontVSpacing & toolTip

    Я хочу увеличить высоту кнопок WidgetButton за счет добавления отступов сверху и снизу. Наиболее подходящим методом для меня показалась установка свойств setFontVSpacing и setFontVOffset. _btn->setFontVSpacing(10); _btn->setFontVOffset(5); В целом вид кнопки меня устраивает, но вот после установки setFontVSpacing, появляются проблемы с toolTip, рамки которого немного уезжают, что показано на изображение.
  8. Implementation CoherentGT GUI sample

    Hi, At the last time I make a few tests about implementing Coherent GT GUI framework into Unigine (just display layer). This is just prototype, needs refactoring (especially see header file) and maybe some optimize. It's not documented anywhere, so I would like to share with it: AppWorldLogic.h: #include <RenoirBackends/dx11backend/Dx11Backend.h> #include "ResourceFileHandler.h" #include <Coherent/UIGT/UISystem.h> #include <Coherent/UIGT/View.h> #include <Coherent/UIGT/IDiskCache.h> #include <Coherent/UIGT/ResourceHandler.h> #include <C
  9. Implementation NoesisGUI GUI sample

    Hi, At the last time I make a few tests about implementing NoesisGUI GUI framework into Unigine (just display layer and mouse movement and left button down). This is just prototype, needs refactoring (especially see header file) and maybe some optimize. It's not documented anywhere, so I would like to share with it: AppWorldLogic.h: #include <NoesisGUI.h> #include "D3D11RenderDevice.h" #include <windows.h> #define WIN32_LEAN_AND_MEAN #include <d3d11.h> #include <UnigineApp.h> #include <UnigineTextures.h> #include <UnigineGame.h> #inc
  10. Hi everyone, I'm having quite a problem with the integration of Noesis Gui, a UI framework. Here is how it works in a DirectX11 application (it's very similar in OpenGL): Initialize the NoesisGui object and update it each frame (no problem with that) At render time:Set the RenderTargetView Pass a draw call to the NoesisGui object The NoesisGui framework will then render on top of the RenderTargetView, which can be the backbuffer (for HUD elements) or another texture. It is especially usefull to draw UI in 3D scene (in a Unigine::ObjectGui fashion): the texture can be used as ShaderResou
  11. Hi all, I removed a post earlier, looking for help with GUI WidgetSpriteVideo GUIobjects, but I've since been experimenting and found it's not quite what i'm looking for. I have been following the WidgetSpriteVideo documentation page in C#, however i can't seem to wrap my head around applying shaders other than to world space objects. I've realized i need to use a screen space Gui object rather than world space. The application is to render a webcam view in over the top of Unigine(in Vr so i will need to separate the two cameras per eye for depth) and use a green screen to mask
  12. Hi all, After moving to new Ungine 2.2, I've realized Ungine fails at initialization trying to load gui resources in a folder different from core (by specifying <item name="gui_path" type="string">my_app/gui/</item> in config file) if these resources are packed in a .ung file. I've checked the .ung file by extracting the content and verifying the files are present and without any case variation in their names (they have exactly the same name as Unigine expects). In fact if the files are not archived the engine starts as expected.
  13. Hi, I am trying to use a WidgetSpriteViewport, but I am finding the results to be very abnormal. WidgetSpriteViewport's camera are using main camera's Modelview and .Projection function . But I have found it's different effect that in different position and functions ,as show blow: First, put it in front of the .update() function ,the result is object is shaking .Please see the file name is First . Second ,put it in end of the .update() function ,the result is object is shaking a little bit and it seems like lost material .Please see the file name is second . As menti
  14. Hi. We are working on Unigine 2.1.1 start version now. We are working GUI Process on only c++. (Not Use Unigine Script) Which headerfile defines WidgetSpriteVideo and WidgetSpriteNode class? please help!!!!!
  15. Coherent UI plugin (HTML5 renderer)

    Hi there, I recently started playing around with Unigine and made a plugin for Coherent UI, a product by the company I work for. If you haven’t heard of it, it’s basically a high-performance HTML5-compliant renderer based on WebKit. The texture that Coherent UI gives the client can be mapped on anything (e.g. a camera or a 3D model). When mapping on a 3D object the texture has to be copied in the RAM (Unigine::Image), though, I couldn’t find a way to access the material’s texture directly (I don't have the full source). There’s also a huge slowdown caused by Unigine::Image::createMipma
  16. [SOLVED] image scale in tag text

    Hi all, my question is about how image scale should be defined in rich text tag. I've tried different versions of the same definition in my .ui file but it always fails as unknown image option. Here is my last code. <?xml version="1.0" encoding="utf-8"?> <ui version="1.0"> <window name="rpci_wnd" export="1" height="539"> <hbox align="expand" background="1"> <label align="expand" width="579"> <text rich="1"> <image src="gui/gui_white.png" scale=%40 color="#00ff00"/>FS4<right/>This is right aligned text</text>
  17. Hello, I am trying replicate some of the behavior from the gui_06 sample to attach a GuiObject to a node in the world. I have everything in my script set up exactly the same as the example script (including importing and referencing the same material library as the script), but for some reason the label isn't showing up in the main world. Object obj = our_custom_class.rootObject; ObjectGui dragHandle = add_editor(new ObjectGui(2.0f, 2.0f)); dragHandle.setWorldTransform(obj.getTransform()); dragHandle.setBillboard(1); dragHandle.setBackground(0); dragHandle.setMaterial("objects_gui", "*");
  18. Roadmap for the UI

    I'm curious as to what the longterm roadmap looks like for the GUI system in Unigine. With the advent of some competitors (Unity) integrating a UI editor directly into the engine, it raises questions about the feasibility of doing the something similar with Unigine. Especially since dropping support for Qt but retaining the UI file format. Is this something that's been discussed internally?
  19. I'm developing an application with mfc in windows. My application has its own gui. if I don't want the unigine gui to display or create, what should I do?
  20. [SOLVED] Extending the Editor Panel

    The plugin sample explains pretty clearly how to add new UIs via the plugin tab in the Tools menu, but is there a way I can launch my plugin from the editor toolbar panel without modifying the source code?
  21. [SOLVED] WidgetSpriteViewport in AppWall

    Hi, I'm trying to use a WidgetSpriteViewport in a appWall gui unsuccessfully. If you use it at the engine.gui it works properly but in a wall gui it not appears. Recently I've modified the appWall to avoid crashes using WidgetSprites at the walls gui. The WidgetSprites works properly but the WidgetSpriteViewports don't appears. I must to do something special or WidgetSpriteViewport are not permitted in a wall guis. Thanks Jose
  22. We've just finished evaluating the Coherent UI system using a Unigine plugin supplied by Coherent themselves. Unfortunately the performance of the system is sub-par. Simply loading any page (without displaying it) makes the entire renderer process erratic and if you are then using getImage() / setImageTextureImage() to display the rendered HTML on an object then the framerate of the entire simulation drops to 30 FPS with just a single rotating cube on screen. However we do really like the system, and would like to use it in future titles. What are the chances of Unigine embracing
  23. [SOLVED] AppWall GUI Crash

    Hi, We have an AppWall 3x1 and when we are trying to insert a WidgetSprite in each wall application crashes with the following message: engine\render\direct3d11\framework\D3D11Gui.cpp:166: Assertion: 'src >= 0 && src < NUM_BLEND_FUNC && "D3D11Gui::set_blend_func(): bad blend src function"' You can reproduce this issue creating a new project from Ungine SDK browser with the following settings: - Launchers: Console script launchers (.bat) with predefined settings Renderer: DirectX11 Monitors: Wall 2x1 - Video Output Monitor wall (AppWall pl
  24. Adobe Flash replacement?

    We are using Flash for HUDs as it allows an artist with familiar tools to create great looking overlays for the screen. I see from that Flash is no longer under development. Will the current version continue to be supported or is there an alternative (SVG? HTML5 + JS?) in the works?
  25. [SOLVED] Saving GUI State

    Is there a mechanism for saving the parameters input into an editor window? Seems trivial and I looked into how it was done for the Materials and Properties dialogs but those only save engine values directly.