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DockedUI

Plugins + Scripts DockedUI

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VamEssentials

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VamEssentials submitted a new resource:

DockedUI - UI Plugin to Create Docked or Free Floating Buttons, Toggles, and Sliders with Background Images

DockedUI is a UI plugin for creating docked (anchored/screen-locked) or free-floating buttons, toggles, and sliders. Supports adding background images individually per button or applying them to all buttons at once. Includes a built-in hotkey system to quickly show/hide the menu, along with advanced auto-hide options based on user actions.

In Desktop Mode, you can dock buttons to the top-right (or anywhere else on your screen) and have them stay locked in place as you move...

Read more about this resource...
 
Many thanks to you man. You've done a great Plugin, it just solved my very problem. But I found a issue to report to you. Everytime I add a fov gradual change(with timeline control over VamsFovController by Hazmhox) into the scene with the DockedUI buttons shown, a drastic framerate drop issue will occur(from around 60 to 30 or even less). Without this plugin, the huge fps drop wont happen or wont be so apparent. By the way, if I cancel the gradual change of fov, the problem is also no more. So in my case, is there any way I can use this plugin with gradual change of fov effect on or I have to let go of this fov change effect in my scene? Sorry for my wordy descriptions.
 
Many thanks to you man. You've done a great Plugin, it just solved my very problem. But I found a issue to report to you. Everytime I add a fov gradual change(with timeline control over VamsFovController by Hazmhox) into the scene with the DockedUI buttons shown, a drastic framerate drop issue will occur(from around 60 to 30 or even less). Without this plugin, the huge fps drop wont happen or wont be so apparent. By the way, if I cancel the gradual change of fov, the problem is also no more. So in my case, is there any way I can use this plugin with gradual change of fov effect on or I have to let go of this fov change effect in my scene? Sorry for my wordy descriptions.

Do you have a sample scene file you can provide? I can then test with your exact conditions to see what the issue is to reproduce it, and see if there is a possible solution I can do that works with that plugin.
 
Sorry if I kept you waiting so long, I didnt expect your reply so soon, here is my demonstration scene. Dependencies: timeline(v287) by AcidBubbles, VAMSFovController from vamstory(v34) by hazmhox
 

Attachments

  • Frame_Drop_Demonstration.json
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:eek:

Looks like the final solution I was waiting for years!!! Can't wait to test this!
 
Hey VamEssentials, thanks for the great plugin!
I think I found a couple small kinks to iron out:
  • When creating a new Button/Toggle/Slider, the label defaults to all caps regardless of input
  • It is not possible to rename both states (on/off) of a Toggle Button, only one label (off) can be changed
 
Sorry if I kept you waiting so long, I didnt expect your reply so soon, here is my demonstration scene. Dependencies: timeline(v287) by AcidBubbles, VAMSFovController from vamstory(v34) by hazmhox

Thank you, I will look into this and see what's going on and let you know.

Hey VamEssentials, thanks for the great plugin!
I think I found a couple small kinks to iron out:
  • When creating a new Button/Toggle/Slider, the label defaults to all caps regardless of input
  • It is not possible to rename both states (on/off) of a Toggle Button, only one label (off) can be changed

Thanks for letting me know about this. I will look into it for next update.


Looks like the final solution I was waiting for years!!! Can't wait to test this!

Thanks! Let me know if you have any big use case suggestions based on something you are using it for.
 
This plugin looks very simple and efficient, thanks for your work.
I'd like to report a compatibility issue with this plugin that has some conflict with hazmhox.vamoverlays and seems to be font-related.
hazmhox.vamoverlays is one of the few plugins that can load subtitles in a scene, and it would be great if you could manage to make this plugin compatible with overlays!
 
This plugin looks very simple and efficient, thanks for your work.
I'd like to report a compatibility issue with this plugin that has some conflict with hazmhox.vamoverlays and seems to be font-related.
hazmhox.vamoverlays is one of the few plugins that can load subtitles in a scene, and it would be great if you could manage to make this plugin compatible with overlays!
If you could please send me a sample scene with the issue so I can test with it to see exactly what the issue is please.
 
Thanks! Let me know if you have any big use case suggestions based on something you are using it for.

Hi! I tried it in VR but I haven't gone too far. I tried the different anchor modes but I wasn't able to make the UI follow me. I wasn't even able to select an atomas a "Snap To" since my scene have a lot of atoms and is nearly impossible to choose one from a not sorted drop down list (I suggest to use a filterable one (check MacGruber Utils for an example)).

However... I'm stupid. So... wait for me to try a second or third time. I'll let you know how it goes.

;)
 
If you could please send me a sample scene with the issue so I can test with it to see exactly what the issue is please.
At first, I thought there were too many plugins or other things in my scene that caused this problem. Later, I created a new blank scene, and I only loaded hazmhox.vamoverlays and DockedUI into two empty atoms, and then the scene showed an error message, indicating that the related font assets could not be loaded. I haven't found out yet that this error will cause any further problems
 
Hi! I tried it in VR but I haven't gone too far. I tried the different anchor modes but I wasn't able to make the UI follow me. I wasn't even able to select an atomas a "Snap To" since my scene have a lot of atoms and is nearly impossible to choose one from a not sorted drop down list (I suggest to use a filterable one (check MacGruber Utils for an example)).

However... I'm stupid. So... wait for me to try a second or third time. I'll let you know how it goes.

;)

Yes VR tracking is on my to do list. I didn't want to hold off on releasing the plugin for that though, as that may take more time to work on, so released it with the ability to set it. However improved VR tracking is something I need to work on in a future update and shows more of what the long term plan is for it. It will be mostly manual right now until that gets updated/improved.
 
At first, I thought there were too many plugins or other things in my scene that caused this problem. Later, I created a new blank scene, and I only loaded hazmhox.vamoverlays and DockedUI into two empty atoms, and then the scene showed an error message, indicating that the related font assets could not be loaded. I haven't found out yet that this error will cause any further problems

If you want to send me the scene json file on here, via google shared link/mega/etc. on msg or on discord I can look at it to see. I ask because I don't use vamoverlays and am not as familiar with it, so if you have it setup where it generates an error or issue, I can use that to test with to see what may be the issue when the plugins are used together.
 
when i click vr mode, the menu docks and stays put, when i unselect vr mode, the menu follows me around. I would think it should be the opposite? I'd like a menu that follows me around while i'm in vr that I can open/close as needed. How do i do that with this? Use it in non-vr mode even in vr?
 
when i click vr mode, the menu docks and stays put, when i unselect vr mode, the menu follows me around. I would think it should be the opposite? I'd like a menu that follows me around while i'm in vr that I can open/close as needed. How do i do that with this? Use it in non-vr mode even in vr?
Yes that is something I need to work on for a future update. The problem is with it being in a 3D space it's a bit harder to do. So the solution I am looking at is connecting it via locked head set with an offset to put to left/right as you like to fine tune adjust it. The inital stages are there for manual setup and relocation but for tracking it will take some more time to get that added for VR as well.
 
If you want to send me the scene json file on here, via google shared link/mega/etc. on msg or on discord I can look at it to see. I ask because I don't use vamoverlays and am not as familiar with it, so if you have it setup where it generates an error or issue, I can use that to test with to see what may be the issue when the plugins are used together.
I didn't find your discord link, I packed the scene and uploaded it.
 
Would it be possible to expose buttons to other triggers? In example - i add randomizer (everlaster version) and want to control slider button created in docked uit? Also slider don't change it's background colour.
 
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Would it be possible to expose buttons to other triggers? In example - i add randomizer (everlaster version) and want to control slider button created in docked uit? Also slider don't change it's background colour.
I did some testing with everlaster's AudioScrubber as I wanted to add support for it to be usable in the plugin and what I found is I need to add a VAM native UI slider. I was able to add one in testing. It's essentially a slider you cannot do any major customizing on. After adding it, I tested to see if AudioScrubber could see it, and it could not, so it still requires an update from everlaster to be able to connect to it. Everlaster last mentioned he is currently taking a break so I didn't want to bother him with it, I may add it in the future incase he wants to do an update to connect to it. I will likely add it in the future after doing more testing with it, it would be a sepate add button option in the drop down.
 
VamEssentials updated DockedUI with a new update entry:

Version 3 Update

Added OnClick Tab that tracks last active/clicked Button (e.g. see which animation you are playing/on)
Now you can keep track of which animation, song, etc. you have selected. This setting only applies to buttons and does not impact toggle buttons, sliders, or spacers.
If you want some buttons with OnClick and some without, you can just move 2 instances near each other to mix and match.
If you want to have an off button or state you can trigger Use OnClick and uncheck it to send...

Read the rest of this update entry...
 
This is something important to know. If I find a better solution I will update it, but this is what I have found so far. I added this info to the main page description....


I added some images to buttons but they are brighter than the original, what should I do?

Based on my testing, Unity adds a white tint to raw images by default. It uses it for the background image layer and then also for transitions like on hover. What this means is when you hover over the image, it then darkens in color to closer to what the image color actually is. So they intentionally are bumping the brightness in code by default so you can use on hover. What you can do to counter this is on the Background tab, set Background Color to something like 150, 150, 150 or 130, 130, 130 for your images and it darkens the image and can counter this based on your preferences. When you first load the plugin 150, 150, 150 is what background color is set to as a default.

It is possible for me to go into the code and counter this on start but I'd essentially be just doing this for you and forcing it, so instead I just set it as the starting color for Background Color. This way lets you control the adjustment yourself if needed. For some patterns/backgrounds you may not even need to darken it or prefer it to be brighter for example and can move it to a full white tint to be even brighter.
 
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VamEssentials updated DockedUI with a new update entry:

Version 4 Update

🛠 DockedUI v4 Update​

  • Slider background colors now update in real time.
  • OnClick button tracking is more accurate, toggle buttons no longer clear the state.
  • Loading presets no longer causes a flicker from double refresh.
    Special thanks to @Ashen Ryder for reporting this.
  • Background color picker changes are now triggerable via UI buttons and Timeline.
    Thanks again to @Ashen Ryder for reporting this...

Read the rest of this update entry...
 
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