MaterialUI v1.1.3 is available on the Unity Asset Store
For the next update, we’ll be working on the release video, more tutorial videos, code documentation and written guides, and preparing for the behemoth update that will be v1.2.0!
Here is the v1.1.3 changelog:
------ Version 1.1.3 ------
Recommended Unity version is 5.3.4f1, compatible down to 5.2.0f3.
– IMPROVEMENTS –
Added DragEventSender to help send input events to various objects, depending on the orientation of the drag.
[Dialogs] Added Dialog Prompt with option to display only one or two fields.
[Extensions] Added Transform extension to set the parent and scale of a Transform.
[Snackbar] Added an overload to the Show method to specify the duration.
[ToastManager] Added optional parameters to specify on which Canvas to show the toast.
– FIXES –
[Dropdown] Fixed weird positioning when scaled.
[MaterialButton] Fixed issue where text would be improperly scaled if a MaterialButton is created in an empty scene.
[MaterialSlider] Fixed bug with inputting text with the input field when the slider has a min value.
[InputField] Add DirectoryExistsTextValidator and FileExistsTextValidator.
[ProgressIndicators] Fixed issue with LinearProgressIndicators and ‘Hide on start’.
[Ripples] Fixed issues with non ‘screen-overlay’ canvas modes.
[Toast] Now correctly initialize (for when you add the ToastManager in the scene yourself).
I’ve fixed the glaring/major performance issues with all the components (eg. Buttons having wayyy too many draw calls). However, I’m still yet to go through everything with a fine-tooth comb and work out the more subtle performance issues and further optimize things. I will be rewriting many of the components in v1.2.0 with performance in mind, though, which should help a lot.
In all honesty, due to limitations of Unity and the inability to decouple the UI from the rest of the Unity engine means that MaterialUI will likely never be quite as fast as say, something built in Java with the latest Android SDKs. With that said, my goal for v1.2.0, along with adding quite a few more features, is to have MaterialUI as lightweight as it can be without reducing ease-of-use and customization, with as little draw calls as possible. This should result in a consistently high framerate and little stuttering for mid-to-high end devices, and a suitable framerate for lower-end devices.
Couldn’t find a way to modify the Tab View example scene so that I would have only text instead of icons on each tab. Is there a way to do that?
When changing to portrait view, the nav drawer looks scaled improperly - from what I understood the fix will be included in the next major update?
Feature request: I know there are lots of things much more important to add right now but it would be really cool if you could include the custom scrollbar from the Contacts menu (of any android phone). For example, if I have a long list of people and would like to scroll directly to J, K, L and so on.
Well that’s because in this example scene, we use a TabView that only has icons…
It is all controlled under Tab View/Tab Bar/Container/Tab Item Template
On this GameObject (Tab Item Template), you’ll see a TabItem script attached, and there’s a components dropdown, you’ll see “Item Text” and “Item Icon”.
If you just want a text, you’ll have to remove the reference to the Item Icon here, and create a Text child to “Tab Item Template” that will be your title, then drag it to the “Item Text” component of the Tab Item script.
And on each Page (under Pages/Container) you’ll have to define the text you want to display, and click the small X on the icon to say you don’t want an icon.
But the fastes way might be to go to the MaterialUI menu and create a TabView with text only
Declan will take a look at it and fix it for a next update
This is a great idea, we’ll add it to the feature list
There are no mobile-optimized afterwards.
Tab view is a problem, depending on the screen size.
A problem occurs when the screen is large (Android LG G4 device)
In addition, there should not click on strange sometimes placed in the input field also screen.
In addition, Galaxy Note 5 Click the button should be well aware of this.
Galaxy Note 5 is recognized must click several times.
And so there are a variety of problems.
I was released in Google Play this week.
But I do not know what to do too many problems.
I regret using this plugin.
Been playing around with MaterialUI and noticed a somewhat weird bug regarding buttons in general.
In my example I have a Nav Drawer, and each of the elements in the List opens up a different Screen with an App Bar (that has a back button which takes you back to the Nav Drawer).
If I touch the button and the finger stops touching the screen above the button, the ripple is created and the back function is executed successfully (screen tweens out and nav drawer appears). Now, if I touch the button and the finger stops touching the screen somewhere NOT above the button (basically touch the screen, slide to the middle of the screen and release touch), the ripple is created but the back function is NOT executed - nothing happens.
In my opinion, if the ripple is shown, the function should be executed. I’m guessing maybe you need to change the execution of the buttons from OnFingerUp to OnFingerDown (like the ripple).
Another feature request
This is related to the tweening mechanism - mostly the Slide In one.
I have a button on my screen and when I touch it I want a Screen to slide in from below, but it must not cover the entire screen. This is similar to Google Maps when touching a certain point on the map, a screen slides in from below about 1/10 of the screen with the name of the place you touched like a restaurant’s name and an icon for a restaurant. You can choose to slide down or touch outside the 1/10 screen - thus hiding it or you can slide it up to cover the entire screen if you want more information on that specific place.
EDIT: I managed to do no. 2 with the current features of MaterialUI, but it would be cool if it was somewhat build in (also with the swipe up/down component).
It would be nice to have some compatibility with TextMeshPro. For example, right now I can’t use a Text Mesh Pro Text in a tab view. It’s not showing up even though they are in the same layer. A normal text object works though. Let me know if you need a copy of TMP.
Not sure if I missed this before, but I just found some documentation on “expansion panels”. A feature that myself and others have requested. Now there’s some docs to go with it
We are using Unity 5.3.5p1 and material UI 1.1.3…and we are facing a huge performance/Fps drop on our iPad(second generation) Device. Help Please. This happens when the button is clicked and the ripple begins.
The buttons in MaterialUI are designed to work like the default Unity UI buttons, along with pretty much every button ever In your current OS, try clicking down on a button, moving your mouse/finger away, then releasing - you’ll notice that the button’s function isn’t performed, but there is (usually) visual feedback upon the click down (or hover).
As for #2, you might want to look into using a panel that slides up from below the screen with the tween system.
Eg. When you press the button, you could fire this:
I’ve added functionality to MaterialUIScaler for v1.1.4, that will swap the CanvasScaler’s reference resolution’s orientation if the screen’s orientation changes - this should mean that components (NavDrawer included) don’t scale weirdly if the device is turned sideways