uGUI
UnityCsReference
uGUI | UnityCsReference | |
---|---|---|
5 | 58 | |
1,126 | 11,399 | |
3.6% | 0.9% | |
0.0 | 7.2 | |
over 1 year ago | 4 days ago | |
C# | C# | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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uGUI
- Using input.getkey for mobile keyboards?
- Has any indie dev got (read-only) access to Unity source? How much did it cost?
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Does anyone know how to download Unity UI docs offline?
I also looked for if there is the documentation on the github repo, but it seems they have hosted the docs somewhere else (which is maybe not open-source).
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Using keys besides enter / escape to control UI textbox input?
Here's the source: https://github.com/Unity-Technologies/uGUI/blob/5ab4c0fee7cd5b3267672d877ec4051da525913c/UnityEngine.UI/UI/Core/InputField.cs
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How to click on and Interact with UI elements?
The UI sources might be the best actual existing documentation on what's available, take a look here for example: https://github.com/Unity-Technologies/uGUI/blob/2019.1/UnityEngine.UI/EventSystem/EventInterfaces.cs
UnityCsReference
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Anyone know what Unity's Matrix4x4 looks like internally?
I've checked their CS reference code on their Github, both here and here, but I want to dive a little deeper - specifically, I want to know what they're actually doing when determining validity of the Matrix4x4.
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Torn between chossing Unity & C# or going UE5 and C++. What made you choose unity?
Yep, but beyond just decompiling it, the c# layer of code is on GitHub: https://github.com/Unity-Technologies/UnityCsReference
- 2 minutes of silence for those who bought RTX 3070 and RTX 3070Ti
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Do you use System.Object.ReferenceEquals() ?
https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Scripting/UnityEngineObject.bindings.cs (after 2019.1)
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Custom method attribute for Animation Event Functions
The code where the method filtering for the Animation Event Inspector is done, is here (line 190). Is it possible to do something like this? That repository explicitly says:
- Can’t find operation
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Bounds.Encapsulate precision loss?
No reason, you can look at the source of encapsulate
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Modify Project Setting's "Default Quality Level" by script
There isn't really a straight forward way to do this, even the QualitySettings editor uses Serialised Properties to get at the data. (Line 343 in QualitySettingsEditor)
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Has any indie dev got (read-only) access to Unity source? How much did it cost?
This is awesome, thank you! I'm most curious about their Runtime
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Is C++ still the language when entering 3D programming in 2023?
I think if you want to get into graphics programming you do want to work with OpenGL and similar things, because at the very least you need to understand it all (and decide what parts of engines to use and what to ignore when you get to whole games). It's also worth saying that while you can only publicly get the references in Unity you do get source access at the higher subscription tiers you'd use at a game studio.
What are some alternatives?
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
astc-encoder - The Arm ASTC Encoder, a compressor for the Adaptive Scalable Texture Compression data format.
oqtane.framework - CMS & Application Framework for Blazor & .NET MAUI
dotNext - Next generation API for .NET
osu-framework - A game framework written with osu! in mind.
raylib - A simple and easy-to-use library to enjoy videogames programming
stb - stb single-file public domain libraries for C/C++
referencesource - Source from the Microsoft .NET Reference Source that represent a subset of the .NET Framework
olive - Free open-source non-linear video editor