Generally, you can make it using a console (or terminal) application by just a few commands as below:
```none
cd <YourProjectPath>/Packages
cd <YourPackagePath>
for windows, please replace ```libEGL.dll, libEGL.dll.meta, libGLESv2.dll and libGLESv2.dll``` in Editor from ones in ```com.unity.uiwidgets/Runtime/Plugins/x86_64``
In PackageManger of unity, select add local file. select ```package.json``` under ```/com.unity.uiwidgets```
for windows, please replace ```libEGL.dll, libGLESv2.dll``` in Editor from ones in ```com.unity.uiwidgets/Runtime/Plugins/x86_64``
## Getting Start
2. Use Image.file("image1.png") to load the image.
UIWidgets supports Gif as well!
1. Suppose you have loading1.gif. and copy it to StreamingAssets folder.
1. Put your gif files in StreamingAssets folder. e.g. loading1.gif.
2. Use Image.asset("loading1.gif") to load the gif images.
#### Show Status Bar on Android
#### Image Import Setting
Please put images under StreamingAssets folder, and loading it by ```Image.file```.
Please put images under StreamingAssets folder, a and loading it using ```Image.file```.
How to switch debug/release mode in editor/runtime?
If you want to change different mode in runtime, please modify the file “com.unity.uiwidgets/com.unity.uiwidgets/Runtime/foundation/debug.cs” by making “static bool debugEnableAtRuntimeInternal” to true or false. Note that the value is set to false by default.