I put more upgrading tips in the version notes themselves -- http://www.tasharen.com/forum/index.php?topic=11.msg27296#msg27296
I'd be curious to hear from Pro users if they've taken the plunge into 3.0. There have been quite a few improvements to the workflow that should result in a good amount of time saved over the course of the project, but only if they take a few hours to upgrade.
3.0 supports it just fine, and will create extra draw calls as needed. Just watch the video for it.
Also, Z is no longer used. Just depth.
Yes, however CTRL+- and CTRL+= keys don't seem to work on 3.5.7.
1. UIWidgetContainer: What is the purpose of UIWidgetContainer besides graying and disabling handles? It only contains code in the inspector, the runtime class it's empty. I suppose we only are going to add it when we need to disable resize on scene view?Did I not cover that in the 3.0 video? You can put the widget container script on anything -- like a window game object or a panel, and it will make it possible to select it as if it was a widget, and then move it around easily.
2. Event system: UIButton and some others like UISlider has the new event system that is really great and each has it's events "OnClick" or "OnValueChange". But why there is no generic event handler? Think UIButtonMessage/UIForwardEvents mixing into one "UIEventHandler" (or something like that) with that inspector look functionality. And also why UIButton has only "OnClick"?Honestly? Because I forgot to add it. :P
3. Widget depth control shortcuts: In the US keyboard layout I suppose it works Ctrl+- and Ctrl+= for widget depth control but in Spanish layout the "=" key (triggered by shift+0) is with "0" so when I hit Ctrl+= it opens Unity version control Window that opens with Ctrl+0.Ah yes, difference in keyboards... Fun times. Suggestion alternatives then? [] keys maybe?
4. Tween control: The Tween system remains the same besides the inspector change. I always wanted a better control with "Pause", "Resume", etc... Now (correct if I'm wrong) it relies on the component state (enabled/disabled).Right, just enable or disable the component.
5. UIToggle and groups: Can you show in the inspector the groups in a way similar the the UIPanel widget dropdown? In a large project it can be really difficult to keep track of the group id without repeating it by mistake.That's a novel idea. Probably.
I was looking UIAnchor and the "Container" property that is a GameObject now and that's fine. Looking into the code I see that "CalculateRelativeWidgetBounds" now has an argument to include the inactive widget. Since which version is there? I had troubles with that in the past for not having this option.2.7.0 I think?
I have a semi-NGUI 3.0 related question. As you said earlier in this thread, "uGUI is still better, of course (faster, more efficient, more powerful, and its delegate system is better to boot" does this mean you recommend moving over to uGUI when it is released (and stable)? What is going to happen to NGUI, and what will set it apart?I'll keep on supporting NGUI. Do I recommend moving to uGUI after it's out? Depends on the state of your project. Going from NGUI 3.0 to uGUI is going to be pretty easy, and I will likely even have tools to auto-upgrade your entire layout from NGUI 3.0 to uGUI. What will set the two apart? That remains to be seen, seeing as one of them is not even out yet.
Hi ArenMook, SpriteAnimation now works incorrectly in NGUI 3.0, there is something wrong with the position, can you check it please.How so? Details are key.
How so? Details are key.
1. How can I make a modal window in version 3.0?
My window background has BoxCollider, before there was a lower Z value, and it worked fine. Now all widgets Z value I set to 0 and i use only depth value. But I can push through the collider, so i need to work again with the Z value of the panel?
Could you adjust the Z value of the collider to be closer to the camera?
@broken: In 3.0 position.Z is not used at all. To bring something to front, use NGUITools.AdjustDepth. Check how I use it in NGUIMenu.
@emperor1412: The issue has been fixed with 3.0.0c (released).
This past weekend I was actually blocked by certain bugs on the uGUI side so I got frustrated and turned back to NGUI. One thing led to another, and I ended up coding like mad for a few days, working out my frustrations by fixing everything I could in NGUI.So what you're saying is, if we want new NGUI features, we should piss you off? ;D