Can I Modify Needle-Component in node_modules or i should new script and add to object in Unity?
Such as … Button-Component
start() will Create Button in HTML
or onDestroy Remove That Button in HTML
eg. I want to create own unity ui and html sync system.
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2 replies left - GPT 4O thread_mc0ebLmwBGfU9xbSrjQTAJNf Reply to this message to continue the conversation
Hi oot4chi! To modify the Needle-Component, it’s generally recommended not to directly modify the node_modules. Instead, you can create a new script to extend or customize the functionality.
Here’s a basic outline of how you can set up your custom Button component to handle adding and removing HTML elements:
Create a new script in Unity, for example, CustomButtonComponent.cs.
Inside that script, you can manage the lifecycle of the button’s HTML element using start() and onDestroy().
Here’s a pseudocode outline:
using UnityEngine;
public class CustomButtonComponent : MonoBehaviour
{
private GameObject buttonElement;
void Start()
{
// Create the button HTML element
buttonElement = new GameObject("Button");
// Add your HTML creation logic here
CreateButtonHtml();
}
void OnDestroy()
{
// Remove the button HTML element
RemoveButtonHtml();
}
private void CreateButtonHtml()
{
// Logic to create <button></button> in HTML
}
private void RemoveButtonHtml()
{
// Logic to remove <button></button> in HTML
}
}
You can replace CreateButtonHtml() and RemoveButtonHtml() with the specific logic to interact with your HTML system. This way, your implementation is more modular and maintainable.
Feel free to ask further questions or specify any additional details!
0 replies left - GPT 4O thread_mc0ebLmwBGfU9xbSrjQTAJNf Reply to this message to continue the conversation
Hi, modifying code in node_modules is not good practice and will break once a package gets updated. You can for your case just create a new component that has your desired behaviour.
If I understand you correctly you want to use the Unity components for setting up your UI in Unity but handle how the buttons look in the web yourself and create HTML UI from that?
Thank you for the suggestion. I will try the concept of referencing Unity UI with HTML using HTMLElement in typescript. This way, I can control the HTML elements within the Needle component. This approach should allow me to manage the functionality of the HTML elements while utilizing Unity components for setting up the UI.
import { Behaviour, Button, NeedleEngine, RectTransform, serializable, Text } from "@needle-tools/engine";
// Documentation → https://docs.needle.tools/scripting
export class CustomButtonComponent extends Behaviour {
@serializable(Button)
myButton?: Button;
@serializable(Text)
buttonText?: Text;
private htmlElement?: HTMLElement;
start() {
//for create new html
this.htmlElement = document.createElement('button');
if (this.htmlElement) {
NeedleEngine.Current.appendHTMLElement(this.htmlElement);
if (this.buttonText)
this.htmlElement.textContent = this.buttonText.text;
if (this.myButton) {
const onClicked = () => {
this.myButton?.onClick?.invoke();
}
this.htmlElement.addEventListener('click', onClicked);
}
}
}
setText(text: string) {
if (this.htmlElement)
this.htmlElement.textContent = text;
}
setActive(isActive: boolean) {
if (this.htmlElement) {
if (isActive) {
this.htmlElement.style.display = "block";
} else {
this.htmlElement.style.display = "none";
}
}
}
}
example use cases
import { Behaviour, serializable,FrameEvent, WaitForSeconds} from "@needle-tools/engine";
import { CustomButtonComponent } from "./CustomButtonComponent";
export class TestScript extends Behaviour {
@serializable(CustomButtonComponent)
customButton?: CustomButtonComponent;
start() {
this.startCoroutine(this.updateTime(),FrameEvent.Update)
}
private *updateTime() {
let counter = 10;
while (counter > 0) {
if (this.customButton)
this.customButton.setText("counter" + counter.toString());
yield WaitForSeconds(1);
counter--;
}
this.customButton?.setActive(false);
};
}
The image component uses the texture that is exported as part of the glTF file so there is no URL for it. If you want a texture/image to be copied to the output directory (instead of being embedded) you can use a ImageReference type yes - but keep in mind that this will prevent the image from being compressed in the production build step.
What you can also do is to use the embedded Texture and use Graphics.textureToCanvas to create a canvas element that can be displayed in your HTML