[Released] Advanced Procedural UI Generation! Create, modify, animate UI, even at runtime

Hey developer! So I have just finished testing this asset and it is really awesome. Makes me wonder how I managed to survive without it in the past. Btw, I’ve compiled several questions whilst testing out the asset:

  1. There isn’t any mention of sprite atlas being compatible with this asset in the documentation. I found out that it works with sprite atlas by trying it out of course. Mayhaps it’d be great if the documentation mentions it? Or mayhaps this is an obvious thing that I missed? :frowning:

  2. I think it’d be great if we are allowed to set a custom location when we create a shared material through the MPUI Inspector. Presently, it defaults to under the “assets” folder as the default location. It would definitely speed the workflow up if we could set a default custom location and change it when we want to at any time.

  3. I wondered if it is possible to introduce a “sprite overlay mode”? Right now the MPUI drawn shape conforms to the sprite’s shape. If we could merely overlay a sprite on top of a MPUI drawn shape, that would be really awesome.

6642862--758359--OVERLAY.png

So this pic shows the normal mode (which is how MPUI works presently with the normal white sword sprite and the pink square MPUI). I was wondering if the sprite overlay mode shown could be made possible in the future?

  1. In addition to sprite overlay mode mentioned above, if said functionality could be expanded upon to have a “sprite overlay - wrap repeat mode”, that would be even better, like so:

  1. Also, would it be possible to have a world space sprite mode to have a sprite repeat uniformly on various MPUI images?

Here you can see the white sprite on the left, and various MPUI Squares on the right. It does not scale beautifully, unfortunately. :frowning:

  1. Would it also be possible to include a saturation value for us to adjust. This way we can adjust merely the saturation of the MPUI easily. (E.g. to indicate that a skill is locked or unavailable)

  2. Lastly, I noticed that the raycast padding has no visible gizmos available. Turns out Unity’s UI image does not have it either. According to this thread >> ( UI Image component raycast padding needs a gizmo ), Unity plans to add this feature I believe? Do you think you will also be adding a scene visualization after Unity adds it to their own UI Images or?

Thank you again for making really awesome assets!!! :slight_smile: