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UIToolkit requires a lot of repetitive boilerplate for handling events. It would be awesome to have source generators for handling events. For example:
For example, It would be awesome to have s…
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As an alternative to #3, what if I could put an attribute on the handler. For example, if I want to handle the ClickEvent on a button named "OK", I would do something like this:
```cs
public par…
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Hey there, well done to u, for ur awesome well-worked tool, which from my experience and research, is the best around.
I've been enjoying using it for a while on TMP, but now i'm moving on to UIToo…
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It seems that the current way is to inject IMGUIContainer, maybe it would be possible to allow us to use just UIToolkit? It would make styling consistent with the existing UI a lot easier
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**Description of the feature**
Currently, the component based uGUI is used to display the debug console.
It would be nice if Unity's new "UI Toolkit" could be used as alternative. This includes
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I'd like to contribute and expand towards the project, and I'm trying to better understand how you discovered which selectors could change color. I've attempted to change many selectors to expand the …
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Hello, the file dialog seems very nice!
However, the current implementation seems to be for component based UI but we are using Unity's new UIToolkit (uxlm and stylesheets) in our project.
Is th…
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## Description
Unity has made it pretty clear that UIToolkit is the future for the editor with many existing and new tools/windows using it instead of IMGUI.
As Selection Groups is a newer package …
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Not exactly an issue, but did you manage to get UIToolkit Input Fields working with the System Keyboard?
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![Shader problem?](http://i48.tinypic.com/2nixieu.png)
In the picture there are two UIBackgroundLayout (the actual background and the layout that contain those 6 buttons).
The second layout (black b…