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Can we have a UI.SetElementVisual for "Panel"? #484

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Jumbli opened this issue Oct 9, 2022 · 6 comments
Closed

Can we have a UI.SetElementVisual for "Panel"? #484

Jumbli opened this issue Oct 9, 2022 · 6 comments
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ui An issue related to StereoKit's built-in UI system.
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@Jumbli
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Jumbli commented Oct 9, 2022

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,

@maluoi maluoi added the ui An issue related to StereoKit's built-in UI system. label Oct 9, 2022
@maluoi maluoi added this to the v0.3.7 milestone Oct 9, 2022
@maluoi
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maluoi commented Oct 9, 2022

Should be able to do the Panel bit pretty easily!

Could you clarify what you mean by the UI.Button bit here? There is a UIVisual.Button that does work, iirc, did you mean some other element, or within a particular context?

@Jumbli
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Jumbli commented Oct 9, 2022

Sorry, I meant the round button.

@maluoi
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maluoi commented Oct 9, 2022

Oh! Yeah okay that one, will do :)

maluoi added a commit that referenced this issue Oct 13, 2022
… default ButtonRound visual with a more theme adherent mesh. #484
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maluoi commented Oct 14, 2022

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.

@maluoi maluoi closed this as completed Oct 14, 2022
@Jumbli
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Jumbli commented Oct 15, 2022

Panel is not working because it still uses ui_vis_button rather than the newly added ui_vis_panel.
I'm not sure how to reopen the issue, but I think it's a quick fix anyway.
ButtonRound is working fine.

@maluoi
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maluoi commented Oct 16, 2022

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.

@maluoi maluoi self-assigned this Oct 24, 2022
maluoi added a commit that referenced this issue Nov 15, 2022
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
@maluoi maluoi mentioned this issue Sep 25, 2023
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Labels
ui An issue related to StereoKit's built-in UI system.
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