I agrree, it's a heavy depedency, any chance to either slim it down to 10-30mb, or make it optional without breaking the mod? (grey out font option if dep is not available maybe?Yeah, it works if download fonts, but its almost 1gb size
I agrree, it's a heavy depedency, any chance to either slim it down to 10-30mb, or make it optional without breaking the mod? (grey out font option if dep is not available maybe?Yeah, it works if download fonts, but its almost 1gb size
Perhaps the font pack is too large.I agrree, it's a heavy depedency, any chance to either slim it down to 10-30mb, or make it optional without breaking the mod? (grey out font option if dep is not available maybe?
Perhaps the font pack is too large.
In the next version, I plan to split it into two distributions: a Lite version (about 100 carefully selected fonts) and a Full version. By default, the Lite version will be included to improve usability.
Thank you for sharing your feedback.
The issue has been resolved. It will be updated in the next version. Thank you.yes works OK in V10, broke in v11 here is a demo scene showing the issue
cool,btw, what do you think of my little clock?The issue has been resolved. It will be updated in the next version. Thank you.
@14mhz
Fantastic updates so far!
A few things I noticed you might want to look into.
- There are a few UI elements that render in front of all other atoms when in World mode. For example, I have the buttons positioned on a wall in a room. The buttons will appear to be 'in front' of a person atom, even though they are behind on the wall. This only happens with a few UI elements I tested: toggle slider, anchor toggle / button. All the other buttons I used don't have this problem.
- When in VR, there is no way I can see to edit buttons, such as adjusting configuration or triggers since you have to ctrl+shift+click on a button to edit it. Can't really do this with VR controllers. I wonder if this could be solved if when the button grid is in Edit mode, clicking on the buttons gives the edit options instead of activating the trigger?
- When the UI is in Overlay mode, it 'breaks' completely when a scene is using a Post Processing plugin. The two post plugins I saw this happening with were MacGruber's and Moyashi's. What I mean by 'breaks' is: the UI is no longer visible when in overlay mode when a post-processing plugin is on. I only tested this with Overlay mode. I suspect it works fine in World mode. It seems the Overlay UI and the Post plugins are competing for which comes first for the viewer?
What version are you using? the always in front bug has been resolved in V10@14mhz
Fantastic updates so far!
A few things I noticed you might want to look into.
- There are a few UI elements that render in front of all other atoms when in World mode. For example, I have the buttons positioned on a wall in a room. The buttons will appear to be 'in front' of a person atom, even though they are behind on the wall. This only happens with a few UI elements I tested: toggle slider, anchor toggle / button. All the other buttons I used don't have this problem.
- When in VR, there is no way I can see to edit buttons, such as adjusting configuration or triggers since you have to ctrl+shift+click on a button to edit it. Can't really do this with VR controllers. I wonder if this could be solved if when the button grid is in Edit mode, clicking on the buttons gives the edit options instead of activating the trigger?
- When the UI is in Overlay mode, it 'breaks' completely when a scene is using a Post Processing plugin. The two post plugins I saw this happening with were MacGruber's and Moyashi's. What I mean by 'breaks' is: the UI is no longer visible when in overlay mode when a post-processing plugin is on. I only tested this with Overlay mode. I suspect it works fine in World mode. It seems the Overlay UI and the Post plugins are competing for which comes first for the viewer?
I'm using the latest, .11What version are you using? the always in front bug has been resolved in V10