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Question by frogsbo · Aug 05, 2014 at 04:25 AM · guiparseregex

Automatic GUI generation systems?

HELLO! Complicated Topic Alert! :)

I want to make 100ds of similar GUI boxes, each with 3-4 sliders and 2-3 text input boxes, in the same screen position, to adjust different functions.

The functions use the same slider-adjusted-variables ( var1..var5 ), sliders can be all same size.

i wish to define a list of sliders via a single string, with ↵ representing new slider.

"variable number, Slider(or input box), from -100 to 100, label: number of legs" ... would be:

 "var1, sl, -100,100,number of legs
  var2, sl, 0,100, number of eyes
  var3, sl, 0,50 speed of movement
  var4, txt, number of individuals"

It would be a single string that i can write and edit fast in play mode and that is saved to player prefs.

When the function is chosen, it calls the string, the string generates a small downwards list of sliders and faders all of standard sizes and positions.

I use only javascript, would i have to make a seperate C# parser to devide the definitions string into slider -comma- minval -comma- ... -new line- etc?

are there any GUI managers that can take a string and make a downwards list of standard sized sliders, Please advise me of the pitfalls. must i use regex?

The reason, is that i want to design my GUI within play mode, click on a button repressenting perhaps 100 different functions, and then the string is already there on screen where i can input the corresponding gui, rather than switching 100ds of times between ongui code, functions, and unity screen.

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avatar image RedDevil · Aug 05, 2014 at 10:24 AM 0
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you should know that making so many gui boxes will cause draw call problems as the current GUI is not that good(if you can, wait for unity 4.6)

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Answer by frogsbo · Aug 05, 2014 at 08:19 AM

I think it should be very easy using string split:

var combined = "one,two,three"; var words = combined.Split(","[0])

first split into strings seperated by space, and then by commas, and then the gui variables will be left over.

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