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Stateful UI - A library for structured state-based UI development in Unity

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When using GetImage(), GetContainer(),GetSlider(), and GetToggle(), the Unity UI component is returned, instead of the expected reference types. Using GetImage() as an example, GetItem() is only ever called with T...

**Describe the bug** StateEditor.cs 40 line causing "ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint Aborting UnityEngine.GUILayoutGroup.GetNext () (at :0) UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style,...

good first issue

I see that all of the scripts are already in the plugins folder. I'd reccommend to restructure the project so that it can be added with unity package manager or...

good first issue

as I see it you're live modifying c# scripts and adding/removing states, roles etc. If I remember correctly unity has a filesystem watcher and usually updates and recompiles pretty fast...

good first issue

I tried using the tool in a newer unity version and the create role menu doesn't work. It's complaining because it doesn't find the correct UI style. and therefore errors...

good first issue

current implementation of states is heavy on serialization and adds more than 80 Lines of serialized data per state, usually way more. Does all of this data really need to...

good first issue

**Is your feature request related to a problem? Please describe.** There are scenarios in which nested StatefulComponents have not yet undergone their Awake/OnEnable methods before being referenced, such as when...

**Is your feature request related to a problem? Please describe.** When working with nested StatefulComponents, parent components often end up grabbing references to textfields that are managed by child components...