After a bit of work, I finally have MaterialUI in a state that can be used. This version just includes the core components (buttons, checkboxes etc), and some supplementary ones too (shadow generator, custom ink blots etc).
From this point I’ll be listening (intently) to all your feedback, mockups, questions and complaints, so please feel free to flood me with them! I also intend to add some more complex components in the upcoming versions, such as screen/page transitions, dialogs, global color theming, and some cool other stuff.
Also, here’s a basic video tutorial - It’s only for the buttons, but it’s the same concept for everything else. (apologies for the quality, my mic was doing silly things)
If you’re working with Material Design, be sure to read up on the official guidelines!
Great package! I was messing around with it in a new scene to see how flexible it was and I ran into a problem. How do you properly scale buttons to larger size? Whenever I try to scale a button the shadow gets messed up. Is this because of Material Design standards?
The scaling is something I’m still working on. If you’re using the normal (rectangle) buttons, try adding a ‘ShadowSnap’ component to the ‘Shadows’ objects, and making the anchor not stretched (alt+click the center option). Assign the Button Layer to the ShadowSnap target and mess with the values until the shadow lines up again. After that, you shouldn’t have any problem scaling the button.
Edit: Easier way to do this - simply set the RectTransform anchors of the button rect to stretched (min=0,0 max=1,1) Then just resize the parent object and you’re sweet.
This is really amazing work! I haven’t had much to play but what you have already done as far as I can tell from the videos is a much needed upgrade over what Unity has given us as just the baseline. I’m looking forward to incorporating this into my projects in the coming weeks.
Hey man, fantastic work on materialUI, it is just what I was looking for. Now two questions with the selection box:
is it possible to make one of the button half showing so the user knows that they can scroll past that point?
when i select an option in the drop down, can i make it highlighted and kept highlighted until i want to switch it to show what the user previously clicked on?
It’s pretty late here right now, so I’ll be heading to bed (don’t want to make any stupid, easy-to-avoid mistakes), but my schedule for tomorrow is clear. Expect a release within 15 hours
Hi,
Nice work on converting the material UI to uGui.
Having a play with it now.
Looking at the selection box, is it possible to limit the number displayed so it goes into scroll mode automatically but takes up a smaller size on screen? Like a picker control.
Is there any auto switching of assets based on resolution needed?
If you want the height to be determained by the screen height, check the ‘Auto Max Screen Height’ option and set the ‘Percentage of Screen Height’ to your desired value.
If you want the height to be an absolute number of items, uncheck the ‘Auto Max Screen Height’ option and set the ‘Manual Max Item Height’ to your desired value.
As of now, most of the assets will scale as far as 4x before losing any quality, but I will be implementing such a system later on.
Hey, I’m getting an error with the latest version of this package:
“Assets/MaterialUI/Scripts/Components/ButtonConfig.cs(96,70): error CS1061: Type Button' does not contain a definition for transition’ and no extension method transition' of type Button’ could be found (are you missing a using directive or an assembly reference?)”
There’s multiple similar errors in that script and some others. That being said, it might just be a problem with my project, it works fine in a fresh project.
Yeah, line 96, as stated in the error - the problem is with any line that has in it, such as “gameObject.GetComponentInChildren ().transition = Selectable.Transition.ColorTint;”, though as I said, it might simply be an issue with my own project for all I know, it works fine in fresh projects.