UIElements (runtime) is coming with very good performance, and this talk https://www.youtube.com/watch?v=t4tfgI1XvGs shows a really promising tool to build it. Well, at some point I want everything to be supported in that.
It would be an insane amount of work since all game object based uGUI stack is now invalid. Still needed to be done at some point in the next year or something. After learning exactly how I can achieve it on UIE, I will slowly start extracting logic part to a more reusable method that could be shared with UIE. (Also it should be testable, for example look at calculation mess in SafePadding right now. It's waterfall and not reusable.)
UIElements (runtime) is coming with very good performance, and this talk https://www.youtube.com/watch?v=t4tfgI1XvGs shows a really promising tool to build it. Well, at some point I want everything to be supported in that.
It would be an insane amount of work since all game object based uGUI stack is now invalid. Still needed to be done at some point in the next year or something. After learning exactly how I can achieve it on UIE, I will slowly start extracting logic part to a more reusable method that could be shared with UIE. (Also it should be testable, for example look at calculation mess in
SafePadding
right now. It's waterfall and not reusable.)