TextMeshPro InputField - Continuing TextMeshPro integration by adding the InputField. TextMeshPro can be activated by adding a global define (see instruction in Please Read This.txt).
View Actions Made Global - All view actions triggered by the unity event system (Click, Drag, etc) are moved to the View base class, e.g. all views can now have a Click handler.
Percentage Margins - Margins can be specified in percentage. There is a new LayoutExample scene demonstrating how to do basic layout.
Change Log
v2.6.0
Added Text Mesh Pro InputField integration
All view actions triggered by the unity event system (Click, Drag, MouseUp, etc) are now residing in the base View class and as such is available in all views
Fixed so mouse-wheel/track pad can be used to scroll in lists
Margins can now be specified in percentage as well as pixels
Added LayoutExample scene demonstrating how we can adjust the layout of a region by changing Alignment, Margin and Offset
Added ViewField.ObjectValue for setting dependency fields using value of a different type, e.g. Button.Width.ObjectValue = "100%";
Added ToggleClick view action on buttons that inject the toggle-state of the button when triggered
Added RemappedField used if you want to change the mapping (MapTo) of a dependency view field in a derived class
Added generic ComponentValueConverter so component fields such as RenderCamera can be specified in XUML as string which is the path/name of the game object
Fixed bug where inherited style values (BasedOn) was added after the inherited values (potentially overwriting them)
Fixed bug where Text Mesh Pro Label text updates its size after the text is rendered causing flickering
Fixed so UIView.BackgroundImageOverrideSprite now works as intended and overrides the background sprite if set
Double clicking on error messages/warnings in console now brings you to the line the error was printed
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