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Can we have a UI.SetElementVisual for "Panel"? #484
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Should be able to do the Panel bit pretty easily! Could you clarify what you mean by the |
Sorry, I meant the round button. |
Oh! Yeah okay that one, will do :) |
… default ButtonRound visual with a more theme adherent mesh. #484
v0.3.7-preview.5 is up and contains these items! Let me know what you think of 'em, and feel free to re-open this if it's not what you envisioned. |
Panel is not working because it still uses ui_vis_button rather than the newly added ui_vis_panel. |
Ahh, you are totally right! Sorry about that. Fix for panel is in, and I'll try not to take too long with the next preview build. |
This update merges in some big changes to the way the C# build scripts work! This allows for switching between the Oculus and Standard OpenXR Loader (for those _not_ targeting Quest!), as well as lays the groundwork for the upcoming Maui based multi-target template. Some projects _may_ experience issues upgrading due to this, especially if using the Universal template. If you see this in your project, I'd love to know, notes at the bottom about that. Here's the changelog: - Added auto-copy of Assets folder <SKCopyAssets>true/false, <SKAssetFolder>path, and <SKAssetDestination>path - Added auto-compile for shaders in the Assets folder. - Added ability to switch between the standard and Oculus version of the OpenXR Loader, <SKOpenXRLoader>. - Added support for multimaterial skinned meshes, thanks @holloway! #495 - Added `Tex.GenParticle`. - Added `Mesh.GenerateCircle`, and added `doubleSided` to `Mesh.GeneratePlane`, thanks @jackdaus! #503 - Added `Backend.OpenXR.OnPollEvent` to allow for more OpenXR extension implementations, thanks @jackdaus! #513 - Added `UI.Toggle` overload with sprite arguments. #514 - Added IntPtr overloads for `Sound.Read/WriteSamples`. - Removed Linux dependencies on libjsoncpp and libglew. #507 and #485 - Text material now uses DepthTest.LessEq, should help reduce z-fighting artifacts on far text. - Cmake now works with Android, thanks @malek! #516 - Fixed an issue with a missing library on UWP ARM via cmake, #501 - Fixed an issue with parsing certain URIs in GLTF files. - Fixed an issue with `Material.Copy` not copying material chaining. - Fixed an issue with the simulated hand's wrist joint not matching real hand data. - UI.Panel now uses the correct visual element. #484 Previously, asset copying was manually added to templates, this update adds some code that makes this no longer necessary. For existing projects, duplicate asset copying isn't a problem, but the Universal template did a bit extra in order to use a shared asset folder. Please see this branch of the Universal template for changes that you'll probably need! https://github.com/StereoKit/SKTemplate-Universal/tree/feature/v0.3.7_Asset_Copy
Describe the feature
Can we please have a UI.SetElementVisual for "Panel". I think it currently uses Button with a reduced z-scale. This is giving me issues because I have set up a drop shadow for my button and the panel is so thin it's getting z fighting issues on the Quest and goes all fuzzy.
UI.Button also doesn't have a UI.SetElementVisual so appears inconsistent with developer-created styles. I could just replace it with a regular button so this is not a high priority though.
Thanks,
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