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Messages - kaywoods

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1
NGUI 3 Support / UIButtonMessage.cs don't works on iOS Device..
« on: February 01, 2013, 06:18:40 AM »
Hi,,

I posted about the problem of the UIButtonMessage.cs in the following

http://www.tasharen.com/forum/index.php?topic=2884.0


At the bottom part of that post, Mr.Matt.Hartfield said that he had took the same problem with me,
And he solved that...handling 'clipping ray".

What's the meaning of modifying "clipping "?

Anybody knows????

2
NGUI 3 Support / Re: OnClick, OnPress don't work on my iPad..
« on: January 30, 2013, 12:02:09 AM »
Have you seen LoadLevelOnClick script that comes with NGUI?

In any case there is no reason to have 10 scripts. Expose a parameter -- a string for example, and set it in inspector.

...or just use LoadLevelOnClick.


All the button's event isn't the loadlevel event.
Some of them is the load level, others isn't.


If the Matt.Hartfiled's comment  is right, which is the emergent quick method to prevent the error ?

I followed the Matt.Hartfield's comment, but the problem didn't solved...
I think there's some other things what I don't know...



3
NGUI 3 Support / Re: OnClick, OnPress don't work on my iPad..
« on: January 29, 2013, 11:53:19 PM »
I had this same issue and posted a bug about it.....

The issue is inconsistency in NGUI between PC and iOS dealing with clipping ray casts.
De-check to clip them and it should work on your iOS devices again.


Hello Matt??

Do you mean by the parameter of UICamera, called "Clip Raycast"??
I unchecked the 'Clip raycast' parameter in the UICamer..but it doesn't work either.

Does this problem have any relation with the "Clipping" parameter in the UIPanel ????

4
Well...
As I told, I upgraded the latest NGUI 2.3.1., but the result was the same.

All that I modified to the NGUI is that I moved some scripts to the Plugin folder to use NGUI with the Javascript..
(Interaction/Internal/Tweening/UI folders)

When the button widget created, such a script as
UIButton.cs,
UIButtonScale.cs,
UIButtonOffset.cs,
UIButtonSound.cs 
automatically also added...

I added the UIButtonMessage.cs this button widget,
and set the parameters like   
- target GameObject
- function name
- trigger : OnClick or OnPress..

And the result was that only the button event didn't work on the real iOS device, my iPad2(I mean the UIButtonMessage.cs),
all other functions(button scale/offset/sound..) works normally.
(But, in the Unity Editor everything works well including UIButtonMessage.cs)

So, I doubted that there's some problems in the UIButtonMessage.cs

I removed the UIButtonMessage.cs script and
used the my own custom script and used the OnPress(), instead of using function name method in the target GameObject as follows..

This is my custom script, attached the button widget..
...
void OnPress(bool isPressed){
   if(isPressed == true){
     Application.LoadLevel("MyLevel1");
  }
...

And this works...normally...

So I concluded the UIButtonMessage.cs has some problems on the iOS Platform...not Unity Editor,,or other platform...

Without using UIButtonMessage means that I have to create each script to every buttons...
If I have 10 different buttons, I have to create 10 scripts...oh my god..!!!


Maybe my conclusion will be wrong,,
but this conclusion is drawn by the my trial and error efforts..
So, correct it in the next version if my conclusion is right...



..from C# beginner and NGUI User...


5
NGUI 3 Support / Re: OnClick, OnPress don't work on my iPad..
« on: January 28, 2013, 10:44:47 AM »
Well, my iPad is iPad2(1024 * 768), not retina display..
And..if collider has moved odd place, why the touch over event works normally???

I placed the Button widget, also with the tween transform and tween color script by default.
And I touched over the iPad, the tween(from,to) color and transform works normally..
But the only button event doesn't work...

I attached the UIButtonMessage.cs to the Button widget.
and allocated the
-  'Target' : UIButtonMessageGameObject,
-  FunctionName : OnClickBtnPause
- Trigger : OnClick


and the inside the script
void OnClickBtnPause(){
   Application.LoadLevel("MainLevel");
}

===> It works very well on the Unity Editor with the mouse click event...
But on the iOS device(my iPad2) through XCode compiling, it doesn't work the
OnClickBtnPause() ...
only works the tween color and transform to my finger touch...

I think it's so strange..

I am so embarrassed that I don't know what to debug....??
 

6
NGUI 3 Support / OnClick, OnPress don't work on my iPad..
« on: January 28, 2013, 06:17:14 AM »
Hi..
I just beta-completed my project..using NGUI 2.2.3.. in a long ...journey...!!.. :P :P :P :P

The 'OnClick' and 'OnPress'  works on the my iMac PC...
I succeeded in the compiling Xcode after Unity's build and run..


But the 'Onclick' or 'OnPress' event doesn't work on the iPad...

They don't respond my touch event.. on the iPad..but they only works like on the MouseOver(changing color and size...)


- I used NGUI 2.2.3(the first version when I purchased..- I didn't upgraded after my purchasing because I'm afraid of the possibilities of compatiblility problems...)
- Xcode 4.5.2
- iPad2 : iOS 6.0.1
- Unity4 : v4.0.1f2

What's the cause of not working touch event on the iPad2 ???

##
I updated to the latest NGUI v2.3.1,, and compiled xcode downloaded to the iPad... But the result is the same ...

It works on the normally in the Unity Editor( Button OnClick...)
But, It doesn't respond the UIButtonMessage event..


7
NGUI 3 Support / Re: How to separate the interaction between panels?
« on: January 24, 2013, 12:18:01 AM »
What a strange thing it is..!!!..

When the poped up panel("Panel B" window) covered the lowered panel("PanelA"),
I can't see the PanelA and their buttons.

But,,,when I press the PanelB's positions which is inferred at the position of Buttons on the PanelA.
The button on the PanelA, which is even invisible because of covered by the PanelB, responds and receives the events ..

I adjusted the position.z value of panelB, But, it didn't work....
(the position.z value of the PanelB : -5, the pos.z value of the PanelA : 0 )

What else did I a false thing???

8
NGUI 3 Support / How to separate the interaction between panels?
« on: January 23, 2013, 06:24:02 AM »
Hi,

I have two panels - one is for the background("Panel A") , the other is for the popup window("Panel B")



Panel A just has the background image which has UITexture image and 2~3 buttons(let's call these buttons as 'New', 'optionButton').

Panel B is the invisible panel at the startup which have several children buttons with the components as 'TweenTransform', 'TweenAlpha',
and turns visible on the press event message of the the 'optionButton' which is the child of Panel A
 

If I press the 'optionButton' , the PanelB is visible and slided  in the center over the Panel A.
It's okay until now..

Now, Panel B covers the center part of thePanelA and their children( 'New', 'optionButton' )

But I also can press the 'New' button, and 'optionButton' , which is the child of PanelA
I think these buttons shouldn't be pressed because the PanelA is under the Panel B,
(that means PanelB covered the PanelA)

How can I solve this??

How to separate the interactions between panels( upper panel and lower panel ) ?






9
Hi,,

I called the UITooltip text message using "UITooltip.ShowText("blah blah...")..

As you know this tooltip text message is showed at the position of the collider which the mouse over event happened..


Is there any method to locate the Tooltip text message at  another gameObject, which is located at somewhat away from the mouse over collider gameObject ?? ..

Is there any method to show multiple tooltip text message per one mouse over event ??.


10
NGUI 3 Support / Re: Where is a "Backpack" in the Example X- Character?
« on: November 29, 2012, 09:02:39 PM »
Thanks..for your kind reply..
I modified the example scenes as you told..
And it works prefectly.

It looks that nobody knows that this example has something to be done because there's no error message.
Frankly, I didn't notice that at first.
I got to realize the inconsistence in the middle of studying your example to make my character item management system.

If I'm a expert in unity c sharp, I could solve the problem, but I'm just a beginner level of unity c-sharp. So, I have to ask you...

Thanks..your reply was very simple and easy solution for me...

11
NGUI 3 Support / Where is a "Backpack" in the Example X- Character?
« on: November 28, 2012, 08:24:13 PM »
Hi,
I've download and imported the NUGI 2.2.6c in the clean empty project folder.
There is only the NGUI files in the project...

I opened the Example X- Character.
It looks to be worked normally, I can click the the spiked pads , boots..
But, where is the "Backpack item"?

I think there are 16 items slotted back pack object in the Scenes(hierachy panel).
but I can't see that "Backpack" in the game screen.(there's only the label text-"Backpack")
This is disabled when the project played..

So, I manually eanbled the item slot of the backpack gameObject during the game play(Ctrl+P) state..,
But this produced some kinds of errors like as follows.....

 "m_Memory.renderTextureBytes<0
UnityEditor.DockArea:OnGUI()

m_Memory.renderTextureBytes<0 "

Are these bugs or not?

12
Other Packages / How to stay HUDText and handling layer depth
« on: November 09, 2012, 10:44:38 PM »
Both NGUI and HUDText packages are imported successfully and works well..

And Two Questions.

1. How the hudText display the UILabel permanently ?
When I put the code like-" hudText.Add("Hello World!", Color.white, 1f);-- it disappeared the UIText after the one seconds duration(1f), I think..

But I'd like to display the text persistently before I manually destroy the text.
So, I set the third parameter to the zero, like this- hudText.Add("Hello World!", Color.white, 0f);,
But it didn't work..
How do I to do that???


2. I added  the hudText.Add() to the several enemies,
And all those have UILabel(produced by hudText.Add()), displayed the screen, even though some of the enemies are hidden behind the building...

I think, if the enemy is at the behind of the building, the hudText UILabel also should be placed at the behind of the building so that it doesn't seen to the players.

How can I do this???


Thanks...in advance... 

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