Hey all,
I just had to abandon the UI Toolkit in favor of the old canvas approach on a project. I like the premise, but the visual discrepancies between the editor and the actual game, plus the cycle time between making a change and seeing it, ended up just too much of a hassle for actual application. I look forward to further advancements, but as it is, this just isn’t ready for primetime.
~D
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Agreed. Even Unity admits it in their docs:
From: https://docs.unity3d.com/Manual/UIElements.html
Note: Unity recommends you to use UI Toolkit for your new UI development projects. However, Unity UI (uGUI) and IMGUI are appropriate for certain use cases, and are required to support deprecated projects. For more information, see the Comparison of UI systems in Unity.
uGUI and IMGUI have the important advantage that they Just Work™, plus they are dead simple.
In the top right there’s a setting for that:
I don’t get this. You can make changes to your visual tree assets and they apply immediately, even in play mode.
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The visual discrepancies were not just colors, but object sizes as well, something I’d not seen before. The layout in the editor window was completely different than the game view. It was also having issues matching the size of my game window, even when I explicitly instructed it as to what size that should be.
Glad to hear someone isn’t having the cycle time issues, but I absolutely was. I’d make a change, say toggling the visibility of an object, and there’d be a delay with a game-mode blink before the change would show in edit or play mode. Interestingly, this was between the editor and the game window… If I used a script to change the visibility of an item in play mode, there was no blink or refresh.
The trick to use this UI kit is to think like a web designer not like an illustrator. I’m not saying this Ui is amazing but is better than the default solution. BUT and BUT two times. you need to think how it looks in your head, plan on a piece of paper. This is basically a HTML5 and CSS hidden under new names.