

UI toggling feature allows user to hide/show the in-game UI as a whole.Īctivate ToggleUI input ( Space key by default for standalone input module) or use HIDE button on the control panel to hide/show the UI. In case you wish to change how the UIs adapt to the screen resolution and/or aspect ratio or building custom UIs and want to configure the adaptive layout, see the Unity guides and tutorials on uGUI for the available options, eg: Designing UI for Multiple Resolutions. This allows the UI to remain usable on all the platforms, no matter the screen resolution. # Adaptive UI LayoutĪll the built-in UIs are implemented with adaptive layout.

Even without any experience in coding before, it should be not hard for you to follow up the guide and control UniWebView fine.Naninovel comes with multiple built-in UIs: title (main) menu, game settings, save-load menu, backlog panel, CG gallery, tips and many others.Įach of the built-in UIs can be disabled or customized see UI customization guide for more information. We have a set of elegant and simple APIs. But to use all features of UniWebView, you have to write some code. It is fairly easy to add a web view by using the UniWebView prefab.

We will explain this behavior in the memory management section later. Don't worry if you are not sure what does that means. You need to create a new UniWebView if you want to display another page. You will not be able to reuse the same UniWebView. Once a UniWebView gets closed by Done Button or Back Button, it will destroy the component itself by default for releasing resources as soon as possible. Please refer to Unity's documentation open in new window to know more about this topic. There is nothing different from instantiating a UniWebView prefab than any other normal prefab. Instead of adding the prefab to the scene before running it, you can also instantiate it at runtime. Here is what it would look like when opening in an iOS device: When you exporting your project to a device, please remember to contain the sample scene in the Build Settings. You need to uncheck the "Full Screen" option, and setting "Reference Rect Transform" will also make "Frame" ignored. UniWebView will determine the position and size based on this transform. You can just create a UI element (like a Panel) under your Canvas and assign its RectTransform component here. It is very useful if you are using Unity UI open in new window and/or with Multiple Resolutions open in new window support. UniWebView could refer to a RectTransform and change web view size to follow that transform. If you need a fixed-size web view regardless of the screen size is, you could uncheck the "Full Screen" option, leave "Reference Rect Transform" to null and set this "Frame" instead. It is a Rect which indicates web view's origin point and its size as. Set the rect frame value for the web view. On macOS the toolbar will always show in the window title bar. If "Use Embedded Toolbar" is on, UniWebView will show the toolbar in the position specified by this. Your user could use this toolbar to navigate and close the web view. It contains a Go Back Button, a Go Forward Button, a Done Button and a title label (default empty). Show an embedded toolbar with the web view. It only works for iOS, since on macOS the toolbar will always show in the window title bar. If "Use Toolbar" is on, UniWebView will show the toolbar in the position specified by this. It is replaced by "Embedded Toolbar Position". On Android, users could use the back button in the navigation bar to perform "go back" and "close" operation, so there is no need to supply a toolbar for Android. By turning this on, a toolbar contains Go Back Button, Go Forward Button and Done Button (iOS only) will be shown with the web view. It is replaced by "Use Embedded Toolbar". If true, the "Frame" and "Reference Rect Transform" below will be ignored.
#Prefab ui browser full
Make the web view be full screen at start. You need to call Show method of the web view to display it later. If false, the web view will not show up automatically. A normal web URL started with " or " is supported. The URL which will be loaded in Start() of UniWebView. If Unity reports any error when you play the scene, try to restart your Unity Editor and give it a chance to load the plugin at launch.
