Thanks for this! Making custom editors is a really useful thing. I think that much like the "new" Input System, the new UI toolkit is taking a *really* long time to get fully adopted for some reason. Probably the idea that just going with what you know is faster than learning something new. I've been meaning to get into the UITK and I think this is a really great example where you can start small and grow from here.
Hello! Thank you for the informative video as always! You always cover topics that nobody else covers, well, at least not as well as you do, especially in the ai navigation area. I was wondering, what is the IDE that you are using in this video? It reminds me of jet brain applications but im not sure what this app is.
It is JetBrains Rider, which recently updated their licensing terms to a free-to-use for non-commercial-use. I also have a 25% off code in the description if you need it for commercial projects 🙂
@@LlamAcademy Yes, It has a whole bunch of enhancements for editor stuff, but I've not "needed" more than the attributes, they are ridiculously powerful.
Additionally, the new Unity 6 preview interactive powerpoint Asset/Template that was released recently uses UI Toolkit, and also takes advantage of Databinding. So if you're really keep on using UI Toolkit, you may want to upgrade to Unity 6 so you can get some extra features.
I really dislike how Unity is imposing Webdev stuff onto us as opposed to just Jobifying UGUI. The only major issue with UGUI was performance, and that could have been solved by refactoring it to utilize Jobs. It's just bizarre. Edit: Sure, UI Toolkit is good for Custom Editors, but Unity is trying to make it the solution for use in Runtime.
What are your concerns with it for runtime UIs? It's lacking some key features from UGUI still for sure. Is it that you don't like the UITK workflow? Need features? Or something more?
@@LlamAcademy I dislike UI Toolkit's workflow, but even if I didn't dislike it, I didn't see anything wrong with the UGUI workflow. It just feels like Unity caved to large teams with designers that wished there was a way to translate their Webdev skills to Unity's UI, as opposed to Jobifying UGUI and implementing styling options with it.
@@LlamAcademy I don't want to rant on for long about this. Sorry that the first comment on your video is kinda negative towards UI Toolkit. I think your video is informative and helpful! I just wish there was an alternative timeline where Unity just improved UGUI with their very own Jobs system.
Thanks for this! Making custom editors is a really useful thing. I think that much like the "new" Input System, the new UI toolkit is taking a *really* long time to get fully adopted for some reason. Probably the idea that just going with what you know is faster than learning something new. I've been meaning to get into the UITK and I think this is a really great example where you can start small and grow from here.
Bro, you're a legend
Hello! Thank you for the informative video as always! You always cover topics that nobody else covers, well, at least not as well as you do, especially in the ai navigation area.
I was wondering, what is the IDE that you are using in this video? It reminds me of jet brain applications but im not sure what this app is.
It is JetBrains Rider, which recently updated their licensing terms to a free-to-use for non-commercial-use. I also have a 25% off code in the description if you need it for commercial projects 🙂
I tend to use Odin for pretty much all editor stuff and UI Toolkit for game UI.
Does Odin let you build out editor windows? I’ve never tried.
@@LlamAcademy Yes, It has a whole bunch of enhancements for editor stuff, but I've not "needed" more than the attributes, they are ridiculously powerful.
Is UI Toolkit only used for editor windows or I could run my game's UI with that?
You can use it for the In-Game UI as well. In fact, the Minigolf Microgame is fully made with UI Toolkit!
Additionally, the new Unity 6 preview interactive powerpoint Asset/Template that was released recently uses UI Toolkit, and also takes advantage of Databinding.
So if you're really keep on using UI Toolkit, you may want to upgrade to Unity 6 so you can get some extra features.
I really dislike how Unity is imposing Webdev stuff onto us as opposed to just Jobifying UGUI.
The only major issue with UGUI was performance, and that could have been solved by refactoring it to utilize Jobs.
It's just bizarre.
Edit: Sure, UI Toolkit is good for Custom Editors, but Unity is trying to make it the solution for use in Runtime.
What are your concerns with it for runtime UIs? It's lacking some key features from UGUI still for sure. Is it that you don't like the UITK workflow? Need features? Or something more?
@@LlamAcademy I dislike UI Toolkit's workflow, but even if I didn't dislike it, I didn't see anything wrong with the UGUI workflow.
It just feels like Unity caved to large teams with designers that wished there was a way to translate their Webdev skills to Unity's UI, as opposed to Jobifying UGUI and implementing styling options with it.
@@LlamAcademy
I don't want to rant on for long about this. Sorry that the first comment on your video is kinda negative towards UI Toolkit.
I think your video is informative and helpful!
I just wish there was an alternative timeline where Unity just improved UGUI with their very own Jobs system.
You have valid points. I am always interested to hear about the other perspectives because I do like the UITK workflow 🙂. Thanks for sharing!