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Messages - xiewenqi.cs@gmail.com

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NGUI 3 Support / How to add secondary texture to UITexture component?
« on: August 14, 2015, 04:54:07 AM »
Hi, In order to reduce memory size used by atlas, every atlas in my project is separated into two textures using ImageMagic, one texture contains only RGB channels and the other contains only alpha channel, both of them are compressed in ETC4_RGB format. And I also made some changes to "Unlit - Transparent Colored.shader(1/2/3)" to combine rgb and alpha value into the final fragment color. Everything works fine on UISprite, but I don't know how to change UITexture to use the alpha-texture, any ideas?
Thanks.

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Hi, I'm using NGUI.3.5.3 now, with an IOS in app purchase plugin. When user performs a purchase request, a virtual keyboard appears at the bottom of the device to confirm apple id and password, with a corresponding dialog appears at the center of screen.

When user finished input and tap "ok" on the dialog, everything goes well. But if "cancel" is selected, then sometimes after virtual keyboard and dialog disappears, the screen region which the keyboard didn't cover before will not react to any finger action any more, but those covered by the keyboard before still works as normal. I tried put some log in UICamera, and it shows input detection is still working when part of the screen elements doesn't works, ProcessTouches still catches input.

Please help me out, thank you.

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NGUI 3 Support / Re: Memory usage using scrollview
« on: March 09, 2014, 08:33:57 PM »
Is this with the latest version of NGUI? I recently reduced the amount of memory used by meshes.

No,i'm using 3.0.6f7,i'll try lastest one, thank you


------------------
UPDATE:

Great, I updated NGUI to 3.5.3, and the scrollview now takes only 0.7M memory! Wonderful improvements!

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NGUI 3 Support / Memory usage using scrollview
« on: March 02, 2014, 10:35:32 PM »
Hi, there is a scrollview containing a vertical grid of 20+ elements in my game, and each element contains some label and some sprites from one common atlas. I noticed there are almost 5M memory used by these elements in profile, most of which are "Font materials" and refereces to that atlas (which size is actually 6M+), each takes 145KB or so.

I have no idea how to deal with this because there are a lot scrollviews in my game with lots of similar elements, if each one takes 5M+, that would be very annoying. Please help me out!


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Problem has been solved by disable mip-mapping of the font atlas. Thanks!

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check the max texture size supported by your android device is not smaller than the size of your font atlas.

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Hi, I met a problem when testing my game on different computers, most of which are fine, except one with ATI Mobility Radeon HD 3650.

I found that UIFont shows very very blurry with HD3650, see illustration with attachments, in which "GMA X4500.jpg" shows a good working while "HD3650.jpg" shows a bad working.


Please help me with this, thank you!

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NGUI 3 Support / How to render UITexture as sharp as UISprite?
« on: February 18, 2013, 10:34:46 PM »
Hi, I've met a problem when dealing with UITexture, which I use to show some images downloaded from server runtime. I've changed image import settings in code so that their size keep in original scale, no mip-maps are generated and filter mode are Point. However, it turns out UITexture couldn't make a sharp render, which shows some blurry, more or less. But when I test those images with UISprite in UIAtlas, everything looks perfect, picture are not blurry at all. So, what should I do with this?

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hi, i have just ordered NGUI package on AssetStore, and I wonder that if I could use a copy of this package among serveral other computers? Thanks.

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NGUI 3 Support / Re: About localization of font
« on: September 25, 2012, 09:24:06 PM »
yes, you need to generate a font texture including words you need. you can use BmpFont to do this.

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NGUI 3 Support / Re: problems when loading font-prefab assetbundle
« on: September 25, 2012, 06:18:18 AM »
fixed up! I should have use BuildTarget.StandaloneWindows instead of BuildTarget.WebPlayer when built font-prefab assetbundle! :)

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NGUI 3 Support / problems when loading font-prefab assetbundle
« on: September 25, 2012, 05:57:31 AM »
Hi everyone,

I'm a freshman in NGUI, and today i met a problem when working with UIFont, here is the situation.

First, I created a font-prefab using BmpFont and Font Atlas maker, created a Label widget (Label_A) using that font-prefab created before. I played the editor, everything went fine. Then I built that font-prefab and all it's dependencies into an assetbundle, using BuildOption.UnCompressedAssetBundle. I created a button, when clicking, unity loaded that assetbundle and got the font-prefab using www.assetbundle.mainAsset.getComponent<UIFont>(), assign it to a newly created UILabel widget (Label_B), the problem came here: Label_B shows very, very blurred string, which i guess was because the assetbundle's inner compression to my font atlas, but i have had supplied BuildOption.UnCompressedAssetBundle when building assetbundle.

please help me with this, thank you!

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