DoozyUI 2.4 is now in development, having two new features implemented and tested already. Right now we are doing some code optimizations and creating new example scenes. Should you have any suggestions of features that you need right away please let us know. Also if you have made any presets for any of the animations, that you would like to be introduced in the package, send them to us and we’ll take a look at them.
Below are the partial release notes for DoozyUI 2.4.
Cheers,
Alex
IMPROVEMENTS
UIElement
–New option to set a ‘Custom Start Position’. This allows you to move the UIElements (windows) anywhere in the scene, but on Awake they will move to the custom start position (for the animations to work).
–New options to SHOW and HIDE the UIElement while in Play Mode. This will allow you to tweak, simulate and debug the IN and OUT animations faster.
FIXES
–Fixed an issue with the UIButton Normal and Highlighted animations now working as intended. The movement/rotation was a bit off.
We didn’t have the chance to test it in a VR environment, but it should work fine. It performs without a hitch on mobile, the system taking full advantage of the native Unity UI components.
Whatever you can do with the native Unity UI you can do with DoozyUI, with the added comfort of resolution independent animations (tween based), managed elements and a lot of methods/options that allow you to interface with the UI.
This is just a quick update about DoozyUI 2.4.
It is almost ready to get submitted to the Asset Store, after we finish taking care of a new issue. There is a bug with Unity’s serialization and sometimes the values in our database get changed. A redundancy method has been implemented in this version in order to counteract this issue and automatically restore the database. We are doing several tests to see that it works as expected.
Good news! We are happy to announce that DoozyUI 2.4 is now ready to be submitted. All the in-house tests are done and right now we are updating the manual and making the ‘New Features’ video.
Here is the release log to see what to expect from it.
Version 2.4
CHANGES
–Added ‘DisallowMultipleComponent’ to relevant components.
–The SHOW and HIDE methods in the UIElement affect all the UIElements with the same element name, instead of only affecting the one on which the methods were called. This has been introduced because the UIEffect linked to an UIElement would not work as expected when that element was shown or hidden.
IMPROVEMENTS
UIElement
–New option to set a ‘Custom Start Position’. This allows you to move the UIElements (windows) anywhere in the scene. On Awake they will move to the custom start position (for the animations to work).
–New options to SHOW and HIDE the UIElement while in Play Mode. This will allow you to tweak, simulate and debug the IN and OUT animations faster by testing and saving them while in Play Mode.
FIXES
–Fixed an issue with the UIButton Normal and Highlighted animations not working as intended. The movement and the rotation were a bit off.
–Fixed an issue with the FADE OUT animations not working as intended.
–Fixed an issue in the UIManager with the UIElements registration process. (it was possible to register one UIElement multiple times)
–Fixed an issue with all the UIElement’s IN Animations presets. They were adding a ‘Pop’ sound name when loaded. Now they are silent.
–There are new automated redundancy checks for the database, the UIElements and the UIButtons on assembly reload and when you load a new scene (in the editor) that should fix the issue with Unity’s serialization problem. These checks will not get added to your builds nor will they work in Play Mode, in order for your app/game to work smoothly.
KNOWN ISSUES
–If you call the ‘Reset’ method from the Inspector (the cog in the top right corner) for the UIElement / UIButton components, the element name / button name will get changed in the database. We haven’t found a workaround for this issue yet, but we are working on it.
PLEASE BACKUP PROJECTS BEFORE UPDATING!!!
UPDATE NOTES
Update from DoozyUI 1.2d - delete the previous “_DoozyUI” folder, as DoozyUI 2.0 is a huge upgrade that changes all the scripts and adds a lot if new features.
Update from DoozyUI 2.0 and up - keep in mind that all your databases (ElementNames, ElementSounds, ButtonNames and ButtonSounds) are saved in Assets/DoozyUI/Data/DoozyUI_Data.asset. Do not overrwite this file because all databases will be reset to their default values.
We are creating a new example scene (Example 4) for DoozyUI 2.4
This is just a teaser
All the effects you see are in the UI, they use a rect transform and respect the UI sorting order.
All the effects use only 1 material (1 draw call), they just have different settings in the Particle System.
We are glad to announce that DoozyUI 2.4 has been submitted for review. The price is the same and the upgrade is free.
We are working on a daily basis on improving this asset and with your help we will make it even better.
If you already use it, send us a message and tell us what you think of it or better yet leave us a review on the asset store.
We hope that you’ll enjoy using DoozyUI as your UI management system of choice and that you will be able to create wonderful apps and games with it.
Should you have a question, an issue, a suggestion or a feature request, we are a message away!
Good news! We are happy to announce that DoozyUI 2.4.1 is now ready to be submitted.
Here is the release log to see what to expect from it.
Version 2.4.1
CHANGES
–The automated redundancy checks that were triggered by any editor recompile and by any scene load (in editor) have been disabled. This has been done because on complex UI’s those checks would cause some lags in the editor. There are still redundancy checks in place, but they are less intrusive. You can also manually trigger them from DoozyUI/Tools.
Control Panel
– Added new video links to Video Tutorials.
IMPROVEMENTS
UIElement
–When calling the SHOW and HIDE methods in zero seconds, no tweens will be created and the UIElements will snap to the target settings. This saves CPU and GC.
UIButton
–If there is an OnClick animation enabled, we wait for it to finish before we show/hide the UIElements and send game events. This makes for a nicer user experience because the player has time to see the button animation and the change is not that sudden.
FIXES
–Moved the ScriptableObjectUtility.cs from Scripts/Helpers to Scripts/Editor.
–Fixed an issue with TogglePause that would cause the timescale to get unexpected values.
–Fixed an issue with the UIElement triggering the Hide method would cause unexpected behaviour if a Show method was still running.
PLEASE BACKUP PROJECTS BEFORE UPDATING!!!
UPDATE NOTES
Update from DoozyUI 1.2d - delete the previous “_DoozyUI” folder, as DoozyUI 2.0 is a huge upgrade that changes all the scripts and adds a lot if new features.
Update from DoozyUI 2.0 and up - keep in mind that all your databases (ElementNames, ElementSounds, ButtonNames and ButtonSounds) are saved in Assets/DoozyUI/Data/DoozyUI_Data.asset. Do not overrwite this file because all databases will be reset to their default values.
I encounter a strange problem. Click on buttons could not function well under some aspect rations. For example, 320x480, 480x800 work well. 16:10, Free aspect don’t work. How could I identify this kind of problems? Thanks.
=== updated ===
Now I could further narrow down the reason. The problem occurs only when “xARM: Aspect and Resolution Master” is launched.
When switching from one panel to another, you can set which button should get selected by default. Then you can set up the Navigation selection flow for the buttons by using the native Unity Button component.
We did tests with a keyboard setup and it worked as expected. Also we can create a video on how to do this, if you need a visual guide.
Can you please elaborate on this. You cannot click the buttons or do the buttons no longer send the proper commands when clicked? Does “xARM: Aspect and Resolution Master” apply a canvas over the original UI?
DoozyUI does not support custom path tweening yet, but we have it on our develpment plan. You can however create custom tween animations for move, rotate, scale and fade.
Good news! We are happy to announce that DoozyUI 2.5 is now ready to be submitted.
Here is the release log to see what to expect from it.
Version 2.5
BREAKING CHANGES
– DoozyUI/Resources folder has been renamed to DoozyUI/Images. This also comes with some code changes in the DoozyUIResources. We did this because all of the DoozyUI inspector interface was added to builds and it increased the projects size without good reason. Please delete that Resources folder if it’s still in your project after the update. This is an optimization that had to be done.
NEW FEATURES
– Orientation Manager - allows you to create separate UIElements for Portrait and Landscape orientations, using the same element names. Also the system will detect orientation changes and react accordingly.
– Orientation Manager - sends a gameEvent ‘DeviceOrientation_Landscape’ or ‘DeviceOrientation_Portrait’ when the DeviceOrientation changes.
UIElement
– LANDSCAPE and PORTRAIT settings are now available if the Orientation Manager is enabled. They are both enebled by default. If the UIElement is only for the PORTRAIT orientation, disable the LANDSCAPE one and vice versa. If you don’t care about orientation, either let them both enabled or just disable the Orientation Manager (from the Control Panel or the UIManager).
IMPROVEMENTS
UIButton
– A new option to ‘Wait for OnClick Animation to finish’ has been added. We introduced, in a previous patch, a click delay that was atomatically added to the button when it had an OnClick Animation enabled. This was great for UX, but there were some cases when that delay was not a good choice. This option allows you to disable adding that delay when the button is clicked.
UIElement
– On Hide, the canvas renderer is now disabled after the animation finishes. This reduces the draw calls without disabling the gameObject, thus the scripts attached are active and available.
– On Hide, the graphic raycaster is now disabled after the animation finishes.
– On Show, before the animation starts, the canvas renderer and the graphic raycaster are enabled.
– Added a few new in-editor automated redundancy checks for the element sounds. These work by themselves.
UIManager
– Sending ‘UpdateSoundSettings’ game event on ToggleSound. This event was previously sent only by ToggleMusic and not by ToggleSound.
– A display dialog now appears before enabling/disabling any major features that use Scripting Define Symbols from Player Settings.
ControlPanel
– A display dialog now appears before enabling/disabling any major features that use Scripting Define Symbols from Player Settings.
FIXES
– Fixed the issue that darkened DoozyUI’s inspector interface when changing Color Space from Gamma to Linear (this issue was encountered when the target platfrom is set to Windows)
PLEASE BACKUP PROJECTS BEFORE UPDATING!!!
UPDATE NOTES
Update from DoozyUI 1.2d - delete the previous “_DoozyUI” folder, as DoozyUI 2.0 is a huge upgrade that changes all the scripts and adds a lot if new features.
Update from DoozyUI 2.0 and up - keep in mind that all your databases (ElementNames, ElementSounds, ButtonNames and ButtonSounds) are saved in Assets/DoozyUI/Data/DoozyUI_Data.asset. Do not overrwite this file because all databases will be reset to their default values.