itouh2-i0plus / xuidunity Goto Github PK
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License: MIT License
AdobeXD to Unity UI converter
License: MIT License
If I've got two art boards that starts with the same name, the go into the same folder when exporting.
example:
artboard 1: "Main Menu"
artboard 2: "Main Multiplayer"
Both goes into "Main" folder, so the artboard name mustn't contain spaces
Hello,
I'm using Unity 2020.3.20f1. When I imported your plugin to Unity it shows the following errors:
"Assets\I0plus\XuidUnity\Importer\Scripts\Editor\TextureUtil.cs(407,24): error CS0234: The type or namespace name 'Deserialize' does not exist in the namespace 'Json' (are you missing an assembly reference?)"
The same error comes in two more places (In total there are three same errors).
To solve this I had to use "JsonConvert.DeserializeObject". This change solved the above error but now more errors.
Please help I'm working on a project and stuck with this.
Thanks.
I just imported your package in Unity 2019.2.17f1 Personal. I was testing the results when I found that the text component in xd is being imported as an image in Unity. Is there a particular requirement to import text as a Unity text?
Hi,
I have an issue where I receive the following error when trying to export either a single artboard, or all artboards in a project:
Here is the layout of the groups the plugin is erroring with:
I don't understand why the plugin is stating that the groups are outside of the edit context's scope. I have a feeling it may be something to do with groups being nested but haven't tested it.
Any ideas?
Thanks very much!
https://helpx.adobe.com/xd/help/create-component-states.html
For example, button image transitions.
https://docs.unity3d.com/Packages/[email protected]/manual/script-SelectableTransition.html
version 0.9.1
Currently importing the same Artboard again is a destructive operation that removes all changes made to the prefab in Unity.
To improve the workflow the changes made to the prefab in unity should be persisted after a reimport if possible.
One way to may be achieve this is by Creating the Prefabs in the CreatedPrefabs Folder but then create a Prefab variant from that prefab that should be used by the game.
This way it should be possible that we can just override the Prefab when importing but still retain the changes that we made in the Prefab variant.
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