Tasharen Entertainment Forum
Support => NGUI 3 Support => Topic started by: joreldraw on September 17, 2012, 08:35:52 AM
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I update to 2.2 and when i try to edit any sprite of my Atlas i recieve this message:
ImportSettings 'Assets/Atlas/PVMI.png' has been modified but AssetDatabase.ImportAsset has not been called. Please fix the scripts code or Import the asset manually.
How to fix?
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I would try saving the scene between modifications. Otherwise Unity will start to do wonky things.
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I save before update, make new scene, update Ngui, reopen my scene and save again.
All controls on Atlas editor are blocked, i change any value of the sprite how dimensions, border or padding and return to her last value.
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I am seeing the same problem. Added a new sprite. Cannot set any border values.
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Weird... I wonder when I managed to break that! Here is a fix.
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Thanks dude!
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Thanks for so quickly addressing this issue!
I've overwritten the UIAtlasInspector.cs with the hotfix and while it works when adding a new widget, it's no longer "live-updating", i.e. if I assign the borders, make the widget, then go back into the atlas and edit the borders nothing happens to the already created widget. It was live-updating in 2.1.6, and this was a great feature.
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I also had to add "mSprite.outer = outer;" after line 283 of the modified version of UIAtlasInspector.cs, to get the Dimensions fields to work as well as the Border ones.
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I haven't used the atlas editor in a few versions--did something radically change? Not only can I not edit the borders, but I can't see the sprites in the inspector like I used to. You used to be able to pick the sprite and it would show it to you in the inspector where you can edit the borders/corners etc.
Basically it seems like the entire atlas system is broken--I add sprites to an atlas via the Atlas Maker, but they don't show up as selectable. The whole thing is borked.
Anyone got an older version of NGUI? I need to revert. At least this latest version is totally unusable.
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Oh wait I see the preview now, it's using the asset preview window--had to enlarge it.
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However, all new sprites I add via the AtlasMaker to not show up in the dropdown when I try to switch the sprite on an UI widget.
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Another weird thing is if I delete a sprite I'm not using, I end up getting a pink ghost version of the interface underneath the current one. So for instance, I moved some buttons down, and then deleted an unused sprite from the atlas. I ended up with pink boxes in the old positions of the interface, as well as behind the letters in the font. When I run the scene and then go back to the editor, they don't show up in the editor but the pink boxes come back when I run the scene.
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In fact, I can delete the interface widget from the scene and a pink box still draws where that widget was.
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And now this ghost pink interface shows up in every scene.
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And to conclude my conversation with myself--if I close and restart Unity this ghost interface disappears. But it's pretty annoying.
Oh and now I realize there's a new sprite selector interface. I still like the old drop down method much better.
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Nice if can be merge 2 method selection of sprite.
I like too all system with a listbox with names and the new method is fine when not remember the sprite name.
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Quitebuttery: I think your game camera is set to not clear color if you see ghosts sticking around. The drop-down no longer shows sprites. Click on the "Sprite" button, it will bring up a sprite selection dialog. The drop-down is all but useless in a project that happens to have more than ~50 sprites.
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I'm a noob here, but when I'm dealing with several small sprites that are very similar (like button states) I find I have to click the images in the selector in turn, and watch the name field elsewhere, to check that I have clicked the correct one. Then I have to return to the selector to close it with the red cross. It's a little bit of a faff :)
Having the sprite names shown in the sprite selector (underneath or alongside each icon), and having the sprite selector auto-dismiss on select or after double-clicking a sprite would be perfect IMO.
Still, I've not worked on any big projects yet, so I don't want to preach as to how it should be done! Just my thoughts...
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Posted in another thread:
http://www.tasharen.com/forum/index.php?topic=1686.0