Tasharen Entertainment Forum

Support => NGUI 3 Support => Topic started by: zhenghongzhi on May 11, 2013, 08:06:41 AM

Title: Using z mixing Sprite and UITexture, PC and Android make different result
Post by: zhenghongzhi on May 11, 2013, 08:06:41 AM
Hi,
  I'm new to NGUI, and I have no idea with this problem.
  It works all well on PC. When I deploy my project on Android device, the items which z is not 0 is very strange.
  See the attaches below.
  On Android device, the sprite with z 0.1 will cover other sprites and UITextures.
  Can anybody help me fix this problem? Thank you!
  (The first image is PC, and the second is Android)
Title: Re: Using z mixing Sprite and UITexture, PC and Android make different result
Post by: windsky527 on May 13, 2013, 01:36:51 AM
I have the same problem,it look well on the Unity Editor ,but when I publish it on PC or android , some widgets are not show!
Title: Re: Using z mixing Sprite and UITexture, PC and Android make different result
Post by: ArenMook on May 13, 2013, 02:32:06 AM
0.1 in't much. You need to use whole numbers -- 1 for example. Make sure the Zs actually differ. When you make pixel perfect something with Z of 0.1 it will be rounded to 0, which results in unpredictable results that vary from platform to platform.
Title: Re: Using z mixing Sprite and UITexture, PC and Android make different result
Post by: zhenghongzhi on May 16, 2013, 02:39:07 AM
I changed sprites' depth from 0.1-1 to 1-10, but It still didn't work. :(
Title: Re: Using z mixing Sprite and UITexture, PC and Android make different result
Post by: ArenMook on May 16, 2013, 05:54:45 AM
Switch the panel debugging mode to Geometry, select the widget, and see what else is being drawn in that draw call. I advise also changing the scene view camera to 3D at this time so you can see it from the side.