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Messages - Eskema

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NGUI 3 Support / Re: Low performance with an empty scrollview
« on: October 06, 2014, 12:28:40 AM »
I usually don't use the deep profile, but in this case I wanted to know more about the low performance. Anyways, I've tried with both cull and no cull option and it's the same (no performance gain at all), the static option, etc.

I will keep digging :)

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NGUI 3 Support / Re: Low performance with an empty scrollview
« on: October 05, 2014, 02:30:00 AM »
this is a shot of the profiler with the deep profile activated, I have to say that in this case I've added the rest of content to the scroll view, which means 3 labels with some text (around 140 characters each label) plus what you saw on the previous screenshots



Most of the time goes as expected on the lateupdate, and when you scroll the memory wastage goes up sometimes even to 400ks, like this screenshot, and this will trigger our garbage collector in no time.



In case you ask, the answer is no, I have only 1 script doing a start call to fill the labels I have within the scroll, but no other scripts doing anything at all, no updates. As a general rule I saw a drop in performance of about a 10% each time you use a scrollview (according to ios profiler, I don't care about the unity profiler in this case because I'm looking for fps values), and the more content the scrollview has, the more time needed to draw (normal stuff I would say), but seems pretty expensive in general the scrollview

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NGUI 3 Support / Low performance with an empty scrollview
« on: October 03, 2014, 06:50:26 AM »
Hi,

After reading all the other posts about scrollview I can tell that I have no idea what's going on, using version 3.7.4

I'm working on iOS, I have a normal setup, panel, within the panel the other panel with a scrollview

-panel
--some widgets
--panel with scrollview
---uigrid
----background with 2 more widgets

Well, I have 1 item in my grid, a background acting as my container with a button and a label, nothing fancy. The scrollview clip area is 1005x600 and the screen resolution is 1024x768

As you can see in the images, prior to show the scrollview (which is hidden until you press a button)

The performance is acceptable, 30% seems fine.

After hitting the button the scrollview kicks in


The cpu skyrockets to an 80% which makes no sense to me, after all I have only 1 item, in total 3 widgets within the scrollview.

And finally here's the image showing you the scrollview itself


The central area with that squared image is the scrollview, and within that I have the background, the button and the label, nothing else, no draggable panels, no animations, nothing at all, just what you see on the image, all completely static.


Things that I've tried:
- remove the panel and the scroll, obviously no scroll at all, BUT still just by showing those 3 widgets the cpu goes up to 40% which makes no sense to have 3 widgets on top covering the area, but well, I don't care.
-Another thing I've tried is to reduce the clip area, instead of 1005x600 I've reduced the area to 200x600, still no luck, the cpu goes up, not 80% but 70%, which makes the scrollview completely unusable.
-And finally I had the same setup as the test scene (number 7), with the same issues, so I didn't placed anything wrong, just in case....

Any ideas?


4
Misc Archive / Depth's Army, turn based heroquest alike game
« on: August 02, 2014, 12:55:31 PM »
Hi, I want to show this turn based game I'm working on, it's some sort of heroquest clone but in 3D (the 90' board game).

It's a turn based game, you know, you move your characters, let the cpu do their movements, etc. A slow and peaceful game :)

It contains all you want, exploration, loot, the ability to select your team from the 5 available classes, ability to save your current quest and continue later in the same exact spot, 3 slots to save 3 different games states, the ability to use an external custom map editor (in your pc/mac) and create a new quest to import later to your mobile, so yes, you can create infinite missions/quests (call it whatever you want). Plus of course the game will have the "official" quests.

And of course all the UI it's being done with NGUI

Here's the first beta version of the game, http://youtu.be/zCS-lUvwNGA

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NGUI 3 Support / Re: Performance Suggestion
« on: July 23, 2014, 06:16:41 AM »
Hey. Thanks for sharing this. I tried it immediatly and it looks quite nice.

GoKit uses actions as callbacks, fluent interfaces and a good code structure.
Hotween uses delegates and has also a good code structure.

Indeed well better coded than itween. :)

I think i go for GoKit first :D
 
What are your experience with GoKit and Hotween?

The main issue about itween is not the code, is the garbage collector, itween it's completely outdated and a monster in terms of performance.

Both options get the job done, I have 2 games, in one of them I use gokit and hotween in the other, no differences at all, it's just a matter of what api seems more usable for you, both have a perfect performance in terms of garbage collection :)

6
NGUI 3 Support / Re: Performance Suggestion
« on: July 23, 2014, 12:54:21 AM »
Hey,

i looked in the source code of ngui and i would like to suggest some performance boosts.

4. Tweens
Get in Touch with ITween.


Greetz retn

itween??, are you talking about performance and itween?, god help us all......

If you really want a decent tween system, use hotween or gokit, but itween......

7
NGUI 3 Support / Tutorials for NGUI available in Spanish
« on: June 02, 2013, 01:50:28 AM »
Hi there,

I've created a couple of tutorials for newbies about NGUI, how to do a proper setup and some basic initiation steps. I did the tutorials only for spanish (or people who understand spanish) due the lack of translated information.
You can find the tutorials on my blog http://eskemagames.blogspot.com.es/ or in youtube, https://www.youtube.com/user/Eskemaware?feature=guide

Have fun,


P.D: Mike, feel free to move the post to another section, I'm not really sure if I didn't misplaced the post :)

8
NGUI 3 Support / Re: Tween delay bug, fix inside
« on: April 05, 2013, 12:02:57 PM »
In theory nothing wrong should happen, the only thing this does is to reset the calculation on the update method to take into consideration the delay, otherwise the delay will be used only the first time you use the tween.

If you just create and destroy tween on runtime there's no need for a fix, but if you use the same tween over and over like I do, then the reset() method won't restore or take into consideration the delay if you change it :)

9
NGUI 3 Support / Tween delay bug, fix inside
« on: April 05, 2013, 10:29:31 AM »
Hi,

I've found a bug regarding the delay function of the tweens. Right now if you create a tween and set the delay value it works perfectly, BUT if you want to reset the tween to use it again the delay won't be called anymore.


Just a matter of modifying the UITweener.cs line 300 with this
  1. public void Reset() { mStarted = false; mFactor = (mAmountPerDelta < 0f) ? 1f : 0f; Sample(mFactor, false); }

And set the started to false to calculate the delay

10
I have to cry like the rest :P +1 for this feature

11
NGUI 3 Support / Re: Performance issues on iphone
« on: April 20, 2012, 08:15:16 AM »
As you can see on the structure I have 2 panels, and I only move the panel via the tweenposition script, there's absolutely nothing else happening. Also the scripts for the buttons has been removed (the tweencolor script included in the default template for buttons) just to make sure that nothing else is happening.
And still the memory is growing like crazy.

I'm gonna check the latest version (at this point I was using 2.0 if I recall properly)

12
NGUI 3 Support / Performance issues on iphone
« on: April 20, 2012, 02:23:19 AM »
Hi,

I'm experiencing big issues related to performance on iphone. I have a simple menu with this structure


The classical UIRoot(mainmenusd), the camera, and finally attached to the camera I have 2 panels (backgroundpanel and mainoptionspanel) with a bunch of widgets each one. Profiling with xcode I see how the heap grows at an insane rate forcing the garbage collector to appear and screwing my framerate. The more widgets that I have in each panel the more the heap grows.

If I reduce everything to just 1 panel and 1 widget (the background image for example), then the memory allocation is 0 and the heap stays in the same "position", but as soon as I start adding widgets, the memory grows and grows with no control at all.

It doesn't matter if the widgets are within the camera view or if I move one of the panels outside the screen to slide it in (with a tweenposition), the results are the same, the heap grows really quickly

Am I doing something wrong?, is this an expected behaviour?, in case you ask, yes I'm using the latest version as well as previous versions of NGUI with the same results

Cheers,

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