有没有大神来讲解下daikonshader forgee gui和NGUI各自的长处和不足

InControl support XInput on Windows by wrapping . XInput provides a few distinct advantages for compatible controllers:
It supports faster input polling than Unity's Update() loop which may be desirable for using input in physics update.
It bypasses Unity entirely, which can avoid certain bugginess Unity has with XInput controllers, although many of these issues have been fixed in versions 4.6.3 and 5.0.2
It supports haptic feedback through two API calls on InputDevice:
public void Vibrate( float leftMotor, float rightMotor );
public void Vibrate( float intensity );
XInput support for InControl is disabled by default. To enable it check the option in the InControlManager component inspector.
As of version 5, Unity has a new way of handling plugins, the . The latest version of InControl has both the 32 bit and 64 bit version included in the InControl/Plugins folder. Unfortunately, the correct settings for the inspector do not seem to be included when packaged for the Asset Store, however it's a simple process to set up each DLL correctly:
To use XInput with Unity 4, follow the instructions for using . Essentially, place XInputInterface32.dll or XInputInterface64.dll next to your .exe file and in the root of your Unity project (for running in the Unity Editor).
Make sure you are using the correct DLL build for your architecture. Some have had a problem with the version(s) included with InControl, although in recent releases both versions are included in the asset and renamed accordingly.
If you wish, you can grab the latest builds directly from the .
You will also need to ensure you have DirectX installed, and in particular XInput1_3.dll is required. On some versions of Windows, the version of DirectX installed by default is too old, so make sure you upgrade DirectX if you're having problems.
Advanced Settings
There are two advanced settings when XInput is enabled: Update Rate and Buffer Size. In almost all cases you'll want to leave both as 0 which lets InControl determine sensible defaults.
For performance efficiency, InControl polls XInput state on a background thread. The Update Rate determines how often this polling occurs. It defaults to using the fixed update rate.
The Buffer Size determines how many state snapshots the background thread hangs onto in a ring buffer. In some cases when using input in physics steps it may be desirable to use a small buffer as Unity calls several fixed updates bunched up at the end of a standard update instead of spreading them out smoothly over each frame. The buffer set to the approximate size of these bunches allows for smoother input values over these fixed updates at the expense of a tiny amount of latency. This is mostly an experimental setting and is best left disabled (which is the default) unless you truly understand and care about it what it does.给我们留言
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正在这两个gui中犹豫,举棋不定啊。。。
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如果是都没用过,那我建议选DFGUI是容易些
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至于优缺点,看你是研究的多深入跟用途,不然我是觉得没啥太多差别
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王者再临 发表于
至于优缺点,看你是研究的多深入跟用途,不然我是觉得没啥太多差别
感谢回复,请问两者效率上相差大吗?
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目前只用过NGUI的飘过。。其实基本的都差不多的,把一个弄清楚了,再去研究另外一个
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daikon的 richtext不错。 不过中文输入好像有问题。
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