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Messages - tgraupmann

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1
TNet 3 Support / Re: Multiple Routers UPnP
« on: January 23, 2014, 05:18:42 PM »
I would think if my desktop behind both routers can hit the http admin page of both routers, then both routers would be configurable?

A simple test would configure the second router for UPnP, obtain the gateway, and attempt to configure the first router over the gateway. That is if I unblocked all UPnP ports on the second router, correct?

2
TNet 3 Support / Multiple Routers UPnP
« on: January 17, 2014, 10:15:45 PM »
Okay I'm having a little trouble on my network with TNet and the Master server recognizing each other.

If I run two instances on the same computer it works fine. I have a unique setup.

The master server is on the WWW greater Internet.

And then I have a cable modem.

I connect my ASUS RT-AC68U router to the cable modem to serve upstairs. I connect another ASUS RT-AC68U with an ethernet cable to the first router to serve downstairs.

Both routers are UPnP.

I'm trying to connect computers connected to both routers. The first level is your generic scenario. The second router requires UPnP on the second router and then the first router.

Is this a scenario you planned for? Needing to recursively unblock ports? I'd greatly appreciate punching through both.

Thanks,

~Tim Graupmann

3
NGUI 3 Support / Re: NGUI and OUYA
« on: January 22, 2013, 11:12:01 PM »
Potentially we could put both DLLs into a zip archive included in the package, and have a menu item that extracts from a password protected zip. The menu item that extracts from the zip could extract the right DLL based on the Unity version.

And then the menu item would clean up the wrong version.

4
NGUI 3 Support / Re: NGUI and OUYA
« on: January 22, 2013, 09:16:36 PM »
gotcha

5
NGUI 3 Support / Re: NGUI and OUYA
« on: January 22, 2013, 05:13:42 PM »
Mainly it's the active/enabled changes in 4.X.

Would it be possible to add platform checks around those?

#if UNITY_3_5

// use active

#else if UNITY_4_0

// do the new way

#endif

6
NGUI 3 Support / NGUI and OUYA
« on: January 20, 2013, 07:29:25 PM »
Hello awesome NGUI Unity Guru. This is Tim, I made another awesome plugin labelled the "OUYA Unity Package".

In this package I use the distributed NGUI package (slightly dusted). Where there are some issues when they upgrade to 4.X or if they already have NGUI installed.

Is it possible for you to tweak NGUI PRO and NGUI Distributed so they could like and play nice together in the same project?

I made the OUYA examples to use NGUI for some UI elements, so during import of the examples the NGUI references clobber NGUI PRO.

Anyway I'm sure you can figure it out. I'd really appreciate being to have both distributed and PRO to live together. With distributed you just get the runtimes. And with PRO, the editor functionality would appear.

There are tons of Unity free and Unity PRO folks out there. Just trying to make an environment where they can play nice together.

If you want to see progress check the video thread:
http://forums.ouya.tv/discussion/200/sticky-ouya-unity-package-videos/p1

Thanks again for your awesome plugin,

~Tim

7
NGUI 3 Support / Re: Scripting clipping
« on: January 15, 2013, 11:58:47 AM »
I just wanted to know if there's anything extra I need to do if I change the clip range during an update frame to get Unity to use that?

Instead I put the child objects into a child containter "ClipContainer" and move that which respects the clip range.

8
NGUI 3 Support / Re: Scripting clipping
« on: January 14, 2013, 03:41:06 PM »
The UIPanelInspector marks the UIPanel as dirty when the clip range is changed. How would I do that from the game code at runtime?

9
NGUI 3 Support / Re: Scripting clipping
« on: January 14, 2013, 03:34:01 PM »
Found it:

               var range : Vector4 = new Vector4(x, 0, 930, 0);
               item.panel.clipping = UIDrawCall.Clipping.HardClip;
               item.panel.clipRange = range;

JavaScript and intellisense is a pain...

10
NGUI 3 Support / Re: Scripting clipping
« on: January 14, 2013, 03:24:20 PM »
item.panel.clipping = UIDrawCall.Clipping.HardClip;

Was able to change the clipping.

But now I need the script to change the center and size...

11
NGUI 3 Support / Scripting clipping
« on: January 14, 2013, 03:20:47 PM »
How can I set the Clipping Center and Size for a UIPanel through script?

I thought maybe something like this:
               item.panel.clipping = UIDrawCall.Clipping.HardClip;
               item.panel.clipRange.Set(-x, 0, 0, 930);
               item.panel.UpdateDrawcalls();

I want Hard Clip, X=136, Size.X=930.

If I change the clip in the update loop, do I need to update the draw calls or something for it to update?

Thanks,

~Tim

12
NGUI 3 Support / Re: Sprite and Text layering
« on: January 03, 2013, 01:58:14 PM »
I think I understand now Yoda.

If I want to sandwich text, the individual layers need to be on individual UIPanels and controlled via their transform z-depths.

13
NGUI 3 Support / Re: Sprite and Text layering
« on: January 03, 2013, 01:55:17 PM »
Let me expand on my first post to add that all the layers are using the same atlas.

Re-Reading the sticky and posts.

14
NGUI 3 Support / Nested clipping
« on: January 03, 2013, 01:49:32 PM »
Apparently NGUI supports setting a clip boundary on the UIPanel.

But if you set a clip boundary on a nested UIPanel, the boundary is ignored.

Would it be psssible to add support for nested clipping by nesting UIPanels?

15
NGUI 3 Support / Sprite and Text layering
« on: November 12, 2012, 03:50:34 PM »
Okay I'm using a couple components. I have some UISprites and some UILabels.

So I have 4 layers.

Layer 1: UISprite for an overall background
Layer 2: UILabel for some various text
Layer 3: UISprite for a sprite layer over some of the text, not all
Layer 4: More text that always needs to be on top.

My problem is that all the text either wants to be on top of everything. Or the text wants to be behind the background layer.

I've tried messing with the back and front ordering. And I've played with the z-order, z-depth.

Is there some workaround where I can draw some text, independent from the other text to put it onto its own z-depth?

Thanks,

~Tim

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