LazyLayout : Easy to use layout manager/switcher for Unity-GUI (No longer supported)

That’s a good idea!
I will try it and see if everything is working fine in Unity 4.6. If yes, this will be included in the next Update =)

Are there any plans to add in our own resolutions/aspect ratios? I was building something to manage this before your system came out, but if you are not going to add this in I will continue with my own product.

This feature (together with some more) is definitely on my schedule! Unfortunately there are many things that consume my free-time right now and LazyLayout didn’t get much attention in the past…at least less than I hoped for :-/

I need to manage my time and hopefully I will find some to bring LazyLayout a step further.

Ok thanks for the update.

I see a dll, not full source?

Here are some few little updates I managed to implement/change. Right now there are no custom ARs (they will come) but LazyLayout now supports almost every common AR on the market. In detail:

  • 3:2_Landscape and 3:2_Portrait AR are now supported (for old iPhone devices)
  • So currently supported ARs are 16:9(Land/Port), 4:3(Land/Port), 3:2(Land/Port) and in addition to this the “other” option still remains
  • Added an option to either make LazyLayout load in “Start” or a bit earlier in “Awake”. This makes it much more suitable if you need to adjust the timing when your layouts are being loaded
  • I have to stay with the latest Unity build because they are constantly changing the UI system in more or less effecting ways. For example the checkbox for “Raycast Target” got implemented and LazyLayout might have to support these new or changed features.

Now I am trying to focus on custom AspectRatios and when this is finished there will be an update to the plugin.

@imtrobin
Its mixed Some of the LazyLayout components exist in plain C# code and others are packed in a dll file

so not full source?

Thanks for the update. Could you explain how the “other” option actually works? Im a little confused here, does it basically trigger this option is none of the pre-defined ones are set?
Also as other people have mentioned, making this open source would be greatly beneficial. For changes to the UI system, or supporting new components, unless you write a plugin system we cannot extend the functionality which is a shame.

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Yes, you got it quite right. The “other” option is basically a fallback for the user. Maybe if you want to have one specific layout that your UI can fall back to if the game is not running on any of the pre-defined ones.

For example: You set up different UI-Layouts for any common aspect-ratio and maybe even for different device sizes. If you now want to have one layout that does work with odd aspect-ratios you could set the “other” flag.
Every time LazyLayout recognizes an aspect-ratio that does not fit to the preset ones it will look for any fitting layout that has this option set to true.

You (and every other person sharing the same thoughts about making this open-source) might be right.
Right now I chose the DLL way because of several reason like keeping the folders clean from more than a few C# files, or causing errors because some files that are unrelated to the plugin might cause it to stop working. Its kind of a “nicer” end-user plugin if you have a tiny, tidy small plugin with no overload.

But I understand the needs for small and quick adjustments. I will deliver all the C# files in a separate ZIP-File, or Unitypackage so users that are happy to include just a simple DLL rather than many source files can leave this untouched and the ones who want to adapt things can use the source files.

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Fantastic. That would be perfect. Do you have a plan in place for when you could do this? As I have mentioned before I had to start developing my own system but if you are able to do the above, then I can hold fire on my own and start using yours instead!

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Thank you! =)

I think I could manage to handle all this within a week or so. I nearly implemented the custom ARs and the rest should be no big thing. After that it will (unfortunately) take a bit time again, because the plugin has to be reviewed by Unity again until the update is completely there.

I cant make promises but I’ll try to accomplish these things as fast as I can.

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Thanks :slight_smile:

Alright! :slight_smile:

On today’s Sunday-Morning I managed to submit version 1.1 of LazyLayout! I hope it gets through the approval process quite fast and wont be rejected because I included a .zip file (which contains the source code)

Here is a list of the changes I made:

  • Added support for 3:2 aspect ratio (e.g for old iPhone devices)
  • Added custom-aspect-ratio support. Now you can define your own aspect ratios!
  • Added option to load all layouts in “Awake” rather than “Start”
  • Added option to exclude all texts inside text-fields. (prevents possible issues with translation plugins)
  • The saved-layouts list can now be hidden/shown. This keeps the inspector shorter.
  • And of course: Source-Code now included!
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Yeey!

The update got accepted! Find LazyLayout here (now will full source code included)

It would be great If you leave a short review in the asset store or give my plugin a rating. This would mean a lot to me :slight_smile:

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Hey there. I am interested in this plugin, but its not clear from the video how this works at runtime?

Does it automatically choose the correct layout you have made based on the devices orientation or is this something I would have to script my self?

Cheers

D

Hey David :slight_smile:

LazyLayout is designed for detecting the current aspect-ratio in the startup of the scene, because this value wont change if your change your phones orientation. It will only switch. For example 16:9 to 9:16 and so on.

Changing at runtime (for example in “update” ) will be implemented in the next version, which will be release quite soon.

Hey @LightYarn Thanks for the info. I’d say changing on ‘update’ is an almost critical piece of functionality since its dealing with the change of orientation that is one of the mayor hurdles to responsive design- especially on mobile. So I’ll be very excited to see this new version. How long are we talking, weeks, months? Do you want a beta tester?

You are right on that…its quite a crucial functionaltiy!

I’ll submit the update as soon as possible, but it might take up to 7-10 days until everything is ready and reviewed by Unity.

Hey everyone! I successfully implemented the “change layout at runtime” feature =)

After some polishing I’ll submit the update to Unity and then it will take several days until its apoved

Hi, could you tell me what ‘Min device size’ actually means? Should I just use 6.5 inches everywhere? I presume not but I have no idea what to base my input on.

Cheers