Yearly Archives: 2013

eDriven.Gui 2.0 released

eDriven 2.0

eDriven.Gui 2.0 is released and is available in the Asset Store: >> Link << You can also grab a copy of the free (evaluation) version, which is fully functional (identical to the Asset Store version plus watermarks):

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Introducing eDriven.Stylesheets

Stylesheet used in the iPad demo

While refactoring old style mapper system, I wanted to create something similar to well-known CSS (used by web browsers).

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Working on the finishing touches

Form demo

Working on the finishing touches for eDriven.Gui v2.0. I’m updating demos and fixing the latest bugs. The release of the new version is a metter of days.  

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Getting started with UnityVS

Quite recently I gave a (second) chance to the praised solution called UnityVS, and was literally blown away. Although I’ve tried this tool when it originally came out, back then I was having hard time making it to work with

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Implementing data controls

Lists with custom renderers

A better List control was a task that initially made me go into this long development cycle: Users complained about horizontal scrollbars being visible in the list (when really not needed).

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Switching to hardware cursors

Hardware cursors

Since I switched eDriven.Gui to Unity 4 quite recently, I finally found the time to check out the new cursor API. The API itself is pretty simple and basic: // the texture var cursorTexture: Texture2D; // cursor mode var cursorMode:

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Skinnable controls in eDriven.Gui

Scrollbar track tiled texture

In the next version of eDriven.Gui the majority of controls will be skinnable. A custom skin could be attached to the control by a single line of code. Every piece of control (display) could now be skinned. For instance, we

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About a new Stage class

Scrollers

I decided to make the new Stage non-scrollable by default. This decision is based on the fact that Unity is a gaming platform, so the majority of stages (eDriven layers multiple stages one on top of another) normally doesn’t have

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Upgrading the Image class

Image tiling (background), scaling and cropping

The image control is one of the most used controls when making GUIs, especially GUIs for games. Until now I didn’t give it as much attention as it deserves. During the engine rewrite, I decided to make it significantly better.

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New skinning system almost in place

New button skins

I’ve been working on a new skinning system for quite a while. You can take a peek at the result. Note that with buttons there are no limitations – such as the GUIStyle system is having – particularly the limitation

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