If you’re using Unity’s UIToolkit you’ll sooner-or-later run into this nasty bug: two boxes side-by-side but the border in-between is twice as thick as it should be. In the image below we wanted the boxes on the right (‘a-aaa’ and … continue reading
For making in-game UI your best option is Unity’s own UnityUI paired with Flexbox4Unity, allowing you to use modern CSS3/Flexbox layouts within Unity’s UI system, with RectTransforms etc working seamlessly together (but without all the problems of ContentSizeFitter not … continue reading
This tutorial is for anyone writing editor UI’s – e.g. Custom Inspectors, EditorWindows, etc – using Unity’s new UIElements/UIToolkit. Make sure you’ve read the previous articles on core concepts and how to access the root container/VisualElement.
(NB: UIToolkit doesn’t … continue reading
This tutorial is for anyone writing editor UI’s – e.g. Custom Inspectors, EditorWindows, etc – using Unity’s new UIElements/UIToolkit. Make sure you’ve read the previous articles on core concepts and how to access the root container/VisualElement.
(NB: UIToolkit doesn’t … continue reading
This tutorial is for anyone writing editor UI’s – e.g. Custom Inspectors, EditorWindows, etc – using Unity’s new UIElements/UIToolkit. Make sure you’ve read the previous articles on core concepts and how to access the root container/VisualElement.
(NB: UIToolkit doesn’t … continue reading
To recap … in Part 1, we learned:
Unity has three different UI frameworks that run in parallel (IMGUI, UnityUI, and UIElements/UIToolkit). The latest of these is UIToolkit (identical to UIElements, but the marketing team renamed it), and it’s really very good – but most of the docs … continue reading
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