
- #UNITY SCREEN ANNOTATION HOW TO#
- #UNITY SCREEN ANNOTATION UPDATE#
- #UNITY SCREEN ANNOTATION FULL#
- #UNITY SCREEN ANNOTATION CODE#
Create a new class called UIWindowCustom: Let’s create a custom UIWindow where we will implement this logic. Ignore the events when they are reaching the UIHostingController’s view. The green area represents the normal UI views that will catch gestures. The red area represents our UIHostingController’s view. Let’s have a look at the above screenshot. That will be used to know when the UI window should ignore an event or not. Event Forwarding #įor the events, we will mark our UIHostingController’s view with a special tag (* identifier) To delete the application and do a complete build. If your SceneDelegate isn’t triggered (and you connected it!), just try
#UNITY SCREEN ANNOTATION FULL#
You should now expect the same result as what we got with our hacks:Ĭhanging the app structure like that required a full rebuild for me. You figure out a way, and you think it’s really nice! (heuuu): struct ContentView: View However, you are a smart programmer! You decide to change the z-ordering of the Unity window The result is a screen with only the Unity view visible: You can see above the Unity window in red, and the window for our UI in orange. On top of the UIWindow created by SwiftUI: If you try to run Unity the way the initial sample did, you might end up with the window created by Unity The README.md file is detailed and will guide you through the steps to run the demo. I put together a sample you can use as-is.
#UNITY SCREEN ANNOTATION CODE#
Update this blog post, as well as my own integration code :) Demo # If you think there is a better way to do that, please reach out to me so I can This solution might be wrong, but I am yet to find something that works better. Investigating our Unity+SwiftUI integration. The solution proposed here is what I came up with after Please note: I want to stress out that I am a graphics programmer and not a I am now back with a (much) better solution than what I introduced earlier.
#UNITY SCREEN ANNOTATION HOW TO#
And once you do that, you might need to add a URP Forward Renderer to that Universal Render Pipeline Asset in the Inspector window->"General"->"Renderer List".Unity 2021 - SwiftUI Integration, Revisited! Dec 22 2021Įarlier this year, I wrote a first blog post explaining how to integrate easily Unity in a SwiftUI application. You would need to add URP back to your Edit->Project Settings->"Graphics"-category->"Scriptable Render Pipeline Settings".
#UNITY SCREEN ANNOTATION UPDATE#
You might find that if a simple update to the version of URP that's in your package manager isn't enough, you might need to remove the existing URP package from your project's package manager, and reinstall it. It took me like 3 days to figure it out just now, after deleting a bunch of stuff on my win10 box after a malware had the same problem with a GE Force 210. And once you do that, you might need to add a URP Forward Renderer to that Universal Render Pipeline Asset in the Inspector window->"General"->"Renderer List". Then the solution would build & run again. It seems that I had to use the Unity package manager to update the Universal Render pipeline, and let Unity update materials in the project when that was done. Had the same problem with a GE Force 210.
