Open mitay-walle opened 1 month ago
Automatic navigation uses RectTransform border to recognize neibhours.
And Sector use same rect placement for all sectors in wheel. it's RectTransforms placed identicaly.
Always generate external Rect for each sector is CPU-expensive, and not obvious.
Workaround 1: fill explicit navigation by hand. But it's conflict with philosophy of asset 'I make everything for you (render, input, layout)'
Workaround 2: rewrite Unity automatic navigation to choose neibhours by pivots, not by bounds. Non-obvious and can brake existing navigation setup.
Need ideas, how to solve this
Automatic navigation uses RectTransform border to recognize neibhours.
And Sector use same rect placement for all sectors in wheel. it's RectTransforms placed identicaly.
Always generate external Rect for each sector is CPU-expensive, and not obvious.
Workaround 1: fill explicit navigation by hand. But it's conflict with philosophy of asset 'I make everything for you (render, input, layout)'
Workaround 2: rewrite Unity automatic navigation to choose neibhours by pivots, not by bounds. Non-obvious and can brake existing navigation setup.
Need ideas, how to solve this