Pretty much ORK Framework 2.1.11 with support for Unity 4.6 and the new UI - coming sometime next week.
Everything is working fine, except those damn toggles and text fields :)
Post edited by gamingislove on
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Nope, just the same that was possible in the beta version. Will look into those things at a later time :)
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The text fields are solved, leaves the toggles and some overall tests :)
Edit: And just filed my first bug report to Unity - seems like doing color or alpha fading on the canvas renderers of the toggle leads to displaying the wrong state. Got a visually not so elegant workaround until this is solved (i.e. not fading the toggles) for the time being ... moving on to testing!
Post edited by gamingislove on
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Pretty excited for the new GUI features. I'm new on the scene with Unity, did some work a few years back in Unreal 3, so my first experience was with 4.6. The UI is very nice to work with and can't wait for the Ork integration to flesh out my GUI and HUDs.
I'm very excited too after watching various videos about how the new gui system works.
I'm assuming we can still create our own buttons and images using "create ui" in unity and attach our own scripts to those in some scenes like now? : ) While using the Ork prefabs for Ork menus?
Finished testing on all supported operating systems (also mobile) and fixed the last found issues. Will do some general testing and code cleaning today - release tomorrow!
@Catacomber Yeah, you can still use your own stuff as well. ORK creates it's own canvas for all those automatic created dialogues, menus and HUDs - but since it's automatically created based on whatever needs to be displayed, you'll only be able to use predefined prefabs here and not add some fancy extra stuff for now. Will add support for more as time goes by (and I learn using all of it :D), but some stuff can already be used, e.g. using animations on your button prefabs.
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The current version (2.1.11) should also already work with Unity 5 - removed all the unsupported add/get component stuff and old quick reference stuff on components. Still untested if it really works, as I don't have access to Unity 5 :D
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ORK Framework now also supports using the screen space camera canvas instead of the overlay. Additionally, there's a new battle event step (Set Attacked By) and the Start Battle step can now also start battles with individual combatants instead of requiring a game object with a Battle component attached.
Learn more about using the new UI with ORK Framework in this how-to.
Post edited by gamingislove on
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Will portraits/Icons/Cursors be available as prefabbed objects in 2.2.0? (For easy animation!)
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Edit: And just filed my first bug report to Unity - seems like doing color or alpha fading on the canvas renderers of the toggle leads to displaying the wrong state. Got a visually not so elegant workaround until this is solved (i.e. not fading the toggles) for the time being ... moving on to testing!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
With some luck I'll be able to use some post-processing magic on them...
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
I'm assuming we can still create our own buttons and images using "create ui" in unity and attach our own scripts to those in some scenes like now? : ) While using the Ork prefabs for Ork menus?
@Catacomber
Yeah, you can still use your own stuff as well. ORK creates it's own canvas for all those automatic created dialogues, menus and HUDs - but since it's automatically created based on whatever needs to be displayed, you'll only be able to use predefined prefabs here and not add some fancy extra stuff for now.
Will add support for more as time goes by (and I learn using all of it :D), but some stuff can already be used, e.g. using animations on your button prefabs.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
ORK Framework now also supports using the screen space camera canvas instead of the overlay.
Additionally, there's a new battle event step (Set Attacked By) and the Start Battle step can now also start battles with individual combatants instead of requiring a game object with a Battle component attached.
Learn more about using the new UI with ORK Framework in this how-to.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames