yasirkula / UnityRuntimeInspector

Runtime Inspector and Hierarchy solution for Unity for debugging and runtime editing purposes
MIT License
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Feature: Draggable Panels #20

Closed wh0am15533 closed 4 years ago

wh0am15533 commented 4 years ago

Encapsulate your RuntimeHierarchy/RuntimeInspector prefab in a separate UI/Panel (i.e. HPanel, IPanel), add the prefab to the appropriate panel and on each panel attach your WindowDrag script. Also make sure there's an EventSystem and StandAloneInputModule set forced active and Cusor.visible. Otherwise in some games it won't register, due to 3rd Party Input managers.

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Great work by the way! Keep it up. The only issue, The ColorWheel shader when loaded from an assetbundle. :( Unity Issue in older versions, not yours, look at workaround though.

P.S. If you want to make it more friendly to modders, don't use Resource.Load. use assetbundles instead. Unity is backwards compatible on AB's, so if I make a assetbundle in 5.6 a game built with 2019.2 can read it. So when developing this plugin, try to use the lowest possible Unity ver.

yasirkula commented 4 years ago

Thank you for the suggestions! I think you'll find this plugin useful for creating draggable panels: https://github.com/yasirkula/UnityDynamicPanels

wh0am15533 commented 4 years ago

Thnx I saw that in your repo list and actually use it. I was scratching my head why you didn't implement it in this project. You've got some good projects.