Open freezy opened 4 years ago
I don't want to mess in this repo, so all is as zip. Inside are 2 dirs: UnityImGuiRenderer --- VS 2017 project used to build needed dll. UnityImGui --- ready to use version with Unity.
Here is video w instructions how to use it : https://www.youtube.com/watch?v=Z9MN_3Il2bw
If you don't know Dear ImGUI you can play with it in browser: https://greggman.github.io/doodles/glfw-imgui/out/glfw-imgui.html
Know issues: Works only in DX11, DX12 may works in future
Hi
Based on ravarcade's work i integrated the docking branch of ImGui with great add-ons (Docking windows & Tabs). There is also the Viewport system included which permit to display imgui windows outside the original hosting window (which could help in player mode). Some modifications has to be done on the Controller side to be enabled. The renderer wasn't changed, only the UnityImGui sub-directory had modifications. UnityImGUI.zip
Here's the viewport demo : https://github.com/ocornut/imgui/issues/1542
Let me know if you have any Ingame Debug integration already designed, maybe i could be of any help.
Cheers
@Vroonsh Thanks for pointing at docking branch in imgui. It looks great.
Right now we don't have any imgui integration with main engine.
Here is my experience with ImGUI in unity: My first release was problematic. It works in editor, but when you build release version i end with blinkig imgui windows. Your version works same way, in editor it is ok, but after build imguin works, but blinks. Sometimes it crashes.
I updated some files on my branch: https://github.com/ravarcade/VisualPinball.Engine/tree/debug-imgui
Now it is with ImGui 1.75 and it works in release build correct. I tried to make docking branch working, but till now no luck. Maybe in future i will go back to it. Right now i want to focus on bullet physics.
Is this a duplicate of #60
Yes, probably. I'll let @ravarcade handle this :)
When running the game in Unity, we should have an overlay that allows creating and draining balls, and probably some more stuff.