I’ve got a system where one slider affects another, so it changes maxValue and suchlike. In MaterialUI the dots don’t update on the second slider until I drag it. Is there a callback to force the MaterialUI slider to update.
Also you going to add a color picker at all? That would be so useful for me.
Hi my DropDown lists are not showing and I found the reason why:
When Material UI runs, and the interface has a Dropdown list, it creates a DropDown Canvas, but unfortunately, the canevas does not copy the Layer of the dropdown item, so if, like me, you have a dedicated camera for UI, the list does not show up.
Can you use the item Layer, when spawning the DropDown Canvas ? That would be really helpful.
I’m looking into this as a replacement for the native ui per system, but on all this desktop systems I’d need drag’n’drop functionality from the outside. Is this possible with this library?
Hi, this was posted nearly a year ago now. Any chance you could add the list view, or at least basic material scrolling support? We could handle lists ourselves, it’s the animations that are hard to implement.
Cheers,
As you can see it seems there’s an update for this asset.
I was looking forward to this because, in my opinion, Material Design allows you to quickly achieve a good user experience for tools whether you are on mobile or desktop.
there has been a recent update (v 1.1.8) but not a single word here, nor their forum, nor their twitter…
i have decided to abandon this package i’m sorry it was a really promising solution but maybe we were too few customers
@MaterialUnity Do you have any sample apk file to test the UI smoothness?
If anybody has a sample apk please provide the link. I want to test the smoothness of the UI because the unity default UI is not as smooth as an android native.
I had the same issue, and solved it by converting the VectorImage to use TextMeshPro instead of Text.
Its quite simple and looks way better:
At the end, what that component does is show a nice inspector to find the icon unicode character and pass it to the Unity Text he has.
So, what I did was to open the cs file and replaced the Text element by a TextMeshPro label. There are a few other things that need to be mapped to the TMPro variables (if I remember correctly, the alignment, etc), but it should be straightforward.
Then, create a TMPro font asset, and set it to dynamic, that way it generates the atlas on the fly as you request different icons.