Ah there's an issue with esbuild not
Ah there's an issue with esbuild not bundling images for standalone player. Will get fixed soon. For now, you can work around by putting your images inside of Resources folders (under Assets) and use Unity's
Resources.Load
directly. https://docs.unity3d.com/ScriptReference/Resources.Load.html
```tsx
import { h, render } from "preact"
import { Resources, Texture2D } from "UnityEngine"...You can use `flex-row` and `flex-wrap`.
You can use
flex-row
and flex-wrap
. Some example code:
```tsx
import { Dom } from "OneJS/Dom"
import { Tab } from "onejs/comps"
import { h, render } from "preact"...Right now, this will work for inline
Right now, this will work for inline styling:
...
style={{ backgroundImage: tex, backgroundRepeat: "repeat norepeat", backgroundSize: "100 50", backgroundPositionX: "right 20%" }}
style={{ backgroundImage: tex, backgroundRepeat: "repeat norepeat", backgroundSize: "100 50", backgroundPositionX: "right 20%" }}
You can get the root VE via `UIDocument.
You can get the root VE via
UIDocument.rootVisualElement
(it's the UIDocument on the ScriptEngine GameObject) and find your TextField using UQuery: https://docs.unity3d.com/Manual/UIE-UQuery.htmlCyclical dependency when upgrading to 1.6
Another question as I try to figure out why I can't update to 1.6: is
updateHookState
from within useReducer
in preact/hooks
new? It's telling me that is where the cyclical dependency is coming from but I am unsure of how to debug this, especially since all the code before the update was minified.If you are more familiar with UniTask s
If you are more familiar with UniTask's internals, maybe you'll have a better idea at using
UniTask.Run
inside the Object Converter@eugene thread
Hello! Welcome! So you are trying to build tutorial 101 into an Android APK right? I'll make a test build later today when I get home. But right now just off the top of my head, are you using URP or built-in? GameObjects created with the CreatePrimitive API won't work directly in URP (somehow Unity still uses the standard shader in URP). So at runtime the materials will be invisible.
> incorporate script changes at runtime
incorporate script changes at runtimeNot sure if I'm getting the question correctly. Do you mean to execute some JS code string at runtime from Preact? If so, here's an example: Expose the ScriptEngine to your JS land:...
DOTween with OneJS
This following works for me:
```tsx
import { h, render } from "preact"
import { useRef } from "preact/hooks"
import { Vector3 } from "UnityEngine"...
Oops sorry missed this one Yes right TS
Oops sorry, missed this one. Yes, right. TS types are all stripped when transpiled into js. So calling C# generic functions from TS won't work directly.
Ah I see I m not too familiar with UI
Ah I see. I'm not too familiar with UI Toolkit + Sprites. Need to do some research. I'm looking at https://forum.unity.com/threads/feedback-wanted-sprite-assets-support.962958/. Will get back to you in a bit!
fixed in latest commit don t know how
(fixed in latest commit; don't know how it got there in the first place)