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Messages - Lisk

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Unity 3D / Re: Dashed borders
« on: November 15, 2017, 07:33:37 AM »
Perfect, thanks.  8)

Unity 3D / Dashed borders
« on: November 13, 2017, 12:14:20 PM »
According to (https://coherent-labs.com/Documentation/cpp-gt/db/d12/rendering_guide.html) it seems like dashed borders are not rendered by Coherent GT.

Any suggestions on how I could recreate them?

Unity 3D / Re: How to use Log Handler?
« on: November 08, 2017, 09:49:12 AM »
Thanks! I was able to figure it out.

It would be nice if I could do this without modifying any Coherent UIGT code, so that when I update to a new version of Coherent UIGT, I wouldn't have to manually re-do the changes, but I'll manage it.

Unity 3D / Re: How to use Log Handler?
« on: November 07, 2017, 06:28:55 AM »
Thanks for the reply!

If you'll forgive my asking, how do I do this?

pass it to the UISystem when it's initialized.

I don't think I call any explicit initialization code, but maybe I'm missing it.

Unity 3D / Re: How to use Log Handler?
« on: November 06, 2017, 10:30:30 AM »
Thanks for the reply, Tony.

Am I supposed to manually change CoherentUIGTLibrary to public as well as the Instance property to public, so that I can access them outside of the class?

Edit: also the m_LogHandler

Edit 2: or were you suggesting that I just edit the code in WriteLog itself?

Unity 3D / How to use Log Handler?
« on: November 06, 2017, 06:36:47 AM »
In a support ticket, it was mentioned that:

Currently, the only way you can detect when the error occurs is by listening for the message in the LogHandler. You should keep in mind that the message is logged after the error has occurred and not before that.

How do I access/use this LogHandler? I searched around the documentation, but couldn't figure it out.

Understood. Thanks for the sprite sheet animation alternative.

For now, I just went ahead and re-created the glow with a 24px limit, since I have to work on other tasks at the moment.

I appreciate the help!

Thanks for the response, Tony.

Is there any way I can override this limit? The only place I use this is in a screen where there is nothing else on the screen but a single image with that glow.

The gif solution would technically work, but it is not ideal because I was hoping to use these glows on potentially different-sized images.

I'll consider other workarounds if overriding the limit is not possible.

I'm trying to make a glowing image effect using box shadow and css animations.

I have it working perfectly in the HTML page; however, in Unity the glow appears very thin and doesn't animate smoothly. I constantly receive this warning, too:

Code: [Select]
[Coherent GT] (Warning) Blur Kernel size is limited!
Coherent.UIGT.UnityGTLogHandler:WriteLog(Severity, String, UInt32) (at Assets/Standard Assets/Detail/CoherentUIGTLogHandler.cs:17)
Coherent.UIGT.ILogHandler:SwigDirectorWriteLog(Int32, String, UInt32) (at /home/coherent/repo/gt-builder/Coherent/ThirdParty/coherent_webkit/Coherent/Coherent/UIGT/DotNET/SwigGenerated/ILogHandler.cs:70)
Coherent.UIGT.UISystem:Advance() (at /home/coherent/repo/gt-builder/Coherent/ThirdParty/coherent_webkit/Coherent/Coherent/UIGT/DotNET/SwigGenerated/UISystem.cs:88)
CoherentUIGTSystem:Update() (at Assets/Standard Assets/CoherentUIGTSystem.cs:566)

Attached is a minimal sample of the view.

1. Observe that in Firefox or Chrome, the glow is big and smooth.
2. Observe that in Unity, the glow is thin and warnings are spammed in the console.

My hypothesis is there is some performance optimization with Coherent GT that is resulting in these warnings & poor rendering.

I am guessing that the best solution will be a workaround to achieve the same/similar visual effect, but in a different way.

Thanks for the reply.

I would prefer it if I can programmatically get the version number, so that I can log it to my log file, rather than Unity's output_log. Is that possible?

If not, I'll just manually update the version number in a constant string.

Unity 3D / Get current Coherent UI GT Version number progammatically?
« on: July 21, 2017, 04:23:01 PM »
Is it possible to get the version number of Coherent UI GT programmatically?

I am dealing with some compatibility issues between libraries, so I have to rollback my Coherent UI GT. I thought it would be useful in my logs to print out the version number of my plugins, so I can easily determine which plugins cause which issues.

JavaScript / Re: Preview Coherent UI in Browser?
« on: January 05, 2017, 02:18:10 PM »
Hi John,

Thanks for the answer.

I filed a support ticket with a simple repro of the issue. Looking forward to hearing back!

Unity 3D / How to run Coherent GT in Async mode?
« on: October 06, 2016, 05:23:16 PM »
In my Coherent UI GT System, I checked Run Asynchronously.

When I run the game, I'm getting an error as follows:

Code: [Select]
[Coherent GT] (Error) An attempt was to made to create a UISystem with a different asynchronicity setting. Changing the asynchronicity requires an application restart.
Coherent.UIGT.UnityGTLogHandler:WriteLog(Severity, String, UInt32) (at Assets/Standard Assets/Detail/CoherentUIGTLogHandler.cs:21)
Coherent.UIGT.ILogHandler:SwigDirectorWriteLog(Int32, String, UInt32) (at f:/repo/gt-build/Coherent/ThirdParty/coherent_webkit/Coherent/Coherent/UIGT/DotNET/SwigGenerated/ILogHandler.cs:71)
Coherent.UIGT.CoherentUIGT_NativePINVOKE:InitializeUIGTSystem(String, HandleRef, Int32, HandleRef, HandleRef)
Coherent.UIGT.CoherentUIGT_Native:InitializeUIGTSystem(String, SystemSettingsBase, Severity, ILogHandler, UISystemListener) (at f:/repo/gt-build/Coherent/ThirdParty/coherent_webkit/Coherent/Coherent/UIGT/DotNET/SwigGenerated/CoherentUIGT_Native.cs:28)
Coherent.UIGT.CoherentUIGTLibrary:CreateUISystem(SystemSettings) (at Assets/Standard Assets/Detail/CoherentUIGTLibrary.cs:79)
CoherentUIGTSystem:Start() (at Assets/Standard Assets/CoherentUIGTSystem.cs:366)

Unity 3D / Re: How to tell when Coherent GT view is fully loaded?
« on: October 06, 2016, 04:19:12 PM »
Hi Lisk,

Yes, there is such an event. You can attach to OnFinishLoad(). It would be fired when the entire page is completely loaded. Attaching to our event is recommended if you intend to run some logic related to your game after the page has loaded.

Otherwise, you can implement it with JavaScript and window.onload. I would recommend this if only your UI is going to be affected by the event and you don't need it to be sent to the engine (which is still possible with binding).


Thanks for the event.

I was imagining having the Unity scene start with a game object with a fullscreen splash screen texture and then hiding (or removing) that game object after OnFinishLoad().

It'd be nice to have the loading screen image in the HTML/view, but then while the HTML/view is loading for the first time, you'd see whatever is in the Unity scene (which I don't want to be seen).

Unity 3D / How to tell when Coherent GT view is fully loaded?
« on: October 06, 2016, 02:19:51 PM »
I'm interested in making a loading screen for my game.

Is there an event that fires when Coherent GT / a Coherent GT view is fully loaded?

Or otherwise, what would the recommended approach be for this?

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