Draggable, resizable, dockable and stackable UI panel solution for Unity 3D
Draggable, resizable, dockable and stackable UI panel solution for Unity 3D
(used external assets in screenshots: In-game Debug Console and Runtime Inspector & Hierarchy)
Available on Asset Store: https://assetstore.unity.com/packages/tools/gui/dynamic-panels-114126
Forum Thread: https://forum.unity.com/threads/released-dynamic-panels-draggable-resizable-dockable-and-stackable-ui-panels.523106/
Discord: https://discord.gg/UJJt549AaV
WebGL Demo: http://yasirkula.net/DynamicPanelsDemo/
This asset helps you create dynamic panels using Unity's UI system. These panels can be dragged around, resized, docked to canvas edges or to one another and stacked next to each other as separate tabs.
There are 5 ways to install this plugin:
https://github.com/yasirkula/UnityDynamicPanels.gitopenupm add com.yasirkula.dynamicpanelsAdd ENABLE_INPUT_SYSTEM compiler directive to Player Settings/Scripting Define Symbols (these symbols are platform specific, so if you change the active platform later, you'll have to add the compiler directive again).
Remove Unity.InputSystem assembly from DynamicPanels.Runtime Assembly Definition File's Assembly Definition References list.
Add Dynamic Panels Canvas component to the RectTransform inside which your panels will reside. This RectTransform doesn't have to be the Canvas object itself, it can be a child of the canvas and it can have a custom size.
There are two ways to create panels: by using the GUI of Dynamic Panels Canvas or via Scripting API. There are also two types of panels: free panels that can be moved around and resized freely and docked panels that are moved by the layout system, depending on where it is docked to. A panel can have multiple tabs.
To add a new free panel using the Dynamic Panels Canvas component, simply click the Add New button under the Free Panels section. Then, click the + button to start adding tabs to that panel. Each tab has 4 properties: the content (RectTransform) that will be displayed while the tab is active, a label, an optional icon, and the minimum size of the content associated with the tab. To remove a free panel, select a tab inside the panel and click the Remove Selected button.
You can create docked panels by using the buttons under the Docked Panels section. To create a panel that is docked to the edge of the Dynamic Panels Canvas, use the buttons next to "Dock new panel to canvas:". You can click a panel inside the preview zone (immediately under the Docked Panels section) and edit its tabs. You can also dock a panel to the selected panel using the buttons next to "Dock new panel inside:".
When you are done, click the Play button to see the magic happen!
There are a couple of settings in Dynamic Panels Canvas that you may want to tweak:
NOTE: if you change the Resources/DynamicPanel.prefab, also make sure that the Panel's Header Height property is equal to the distance between the top of the panel and the bottom of the PanelHeader child object (which holds the tabs at runtime).
Adding this component to a GameObject will make the cursor dynamic i.e. its texture will change when it enters a panel's resizable area.
Note that this component won't have any effect on Android and iOS.
Before using the scripting API, import DynamicPanels namespace to your script(s): using DynamicPanels;
static Panel CreatePanelFor( RectTransform content, DynamicPanelsCanvas canvas ): creates and returns a panel with a tab that is associated with the content. The panel is created inside the specified Dynamic Panels Canvas. If the content is already part of a panel, then the existing panel is returned
static PanelTab GetAssociatedTab( RectTransform content ): if content is associated with a tab, returns it; otherwise returns null
DynamicPanelsCanvas Canvas { get; }: returns the Dynamic Panels Canvas that this panel currently belongs to
PanelGroup Group { get; }: returns the PanelGroup that this panel currently belongs to (more on that later)
Vector2 Position { get; }: returns the anchored position of the panel. The anchor of a panel is located at its bottom-left corner
Vector2 Size { get; }: returns the size of the panel
Vector2 MinSize { get; }: returns the minimum size of the panel. This value is calculated at runtime using the minimum size values of the panel's tab(s)
int NumberOfTabs { get; }: returns the number of tabs the panel has
int ActiveTab { get; set; }: returns the index of the currently selected tab. Its value can be changed, as well
PanelTab this[int tabIndex] { get; }: returns the tab at the specified index
bool IsDocked { get; } }: returns whether the panel is a docked panel or a free panel
PanelTab AddTab( RectTransform tabContent, int tabIndex = -1 ): adds a new tab to the panel and sets tabContent as its content. If tabIndex is not specified, then the tab will be inserted at the end of the tabs list. Newly created tabs will have default label/icon/minimum size values, so it is highly recommended to customize these values afterwards
PanelTab AddTab( PanelTab tab, int tabIndex = -1 ): moves the specified tab to this panel
PanelTab AddTab( string tabID, int tabIndex = -1 ): same as above
void RemoveTab( int tabIndex ): removes a tab from the panel. Be careful when calling this function because the content associated with the tab will also be destroyed!
void RemoveTab( PanelTab tab ): same as above
void RemoveTab( string tabID ): same as above
int GetTabIndex( RectTransform tabContent ): returns the index of a tab, or -1 if the tab is not part of the panel
int GetTabIndex( PanelTab tab ): same as above
int GetTabIndex( string tabID ): same as above
PanelTab GetTab( RectTransform tabContent ): returns the tab that is associated with tabContent, or null if it is not a part of the panel
void DockToRoot( Direction direction ): docks the panel to an edge of the Dynamic Panels Canvas
void DockToPanel( IPanelGroupElement anchor, Direction direction ): docks the panel to another panel or panel group. It is not possible to dock a panel to a free panel
void Detach(): if the panel is docked, detaches it so that it becomes a free panel
Panel DetachTab( int tabIndex ): detaches a tab from the panel, creates a new panel with it and returns the new panel. If the tab is the only tab that the panel has, then the panel itself is detached and returned
Panel DetachTab( PanelTab tab ): same as above
Panel DetachTab( string tabID ): same as above
void BringForward(): if the panel is free, brings it forwards so that it is drawn above all other panels
void MoveTo( Vector2 screenPoint ): moves the panel to the specified point on the screen (panel's center will be aligned to the point)
void ResizeTo( Vector2 newSize ): resizes the panel. If it is docked, then this change may also affect the adjacent panels
bool CanResizeInDirection( Direction direction ): returns whether or not the panel can be resized in the specified direction
IPanelGroupElement GetSurroundingElement( Direction direction ): if the panel is docked and if there is a panel/panel group in its specified vicinity, returns it
string ID { get; set; }: a unique identifier for this tab. It is mainly used in the serialization system but it can also be used to quickly access the tab via PanelNotificationCenter.TryGetTab. To view/change a tab's ID from the Inspector, right click the DynamicPanelsCanvas component and select "Toggle Show IDs"
Panel Panel { get; }: returns the panel that the tab belongs to
int Index { get; set; }: returns the index of the tab among all tabs on the panel. Its value can be changed
RectTransform Content { get; }: returns the content (RectTransform) that is associated with the tab
Vector2 MinSize { get; set; }: minimum size of the content
Sprite Icon { get; set; }: the icon of the tab
string Label { get; set; }: label of the tab
void AttachTo( Panel panel, int tabIndex = -1 ): same as Panel.AddTab
Panel Detach(): same as Panel.DetachTab
void Destroy(): same as Panel.RemoveTab
Panel groups are used to hold docked panels together. In a complex hierarchy, a panel group can have child panel groups, as well. A panel group can be either horizontal or vertical. After a panel group is created and populated, it should be docked to an already docked panel or panel group to be a part of the layout.
PanelGroup( DynamicPanelsCanvas canvas, Direction direction ): creates a new panel group inside the specified DynamicPanelsCanvas. A Left or Right direction means a horizontal group, whereas a Top or Bottom direction means a vertical group. Panels in horizontal groups are always arranged from left to right and panels in vertical groups are always arranged from bottom to top; so it doesn't matter if the direction is Left or Right, or Top or Bottom. Just don't pass None here
DynamicPanelsCanvas Canvas { get; private set; }: returns the Dynamic Panels Canvas that this group currently belon
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