Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Meltdown

Pages: [1] 2 3 4
1
I'm using NGUI's built in localisation system, but I'm having some problems in the editor with some of the special characters not showing in my UILabel.

For instance the French phrase 'RESTEZ À L'AFFÛT' when I run the game is showing on the label at runtime as RESTEZ � L'AFF�T
So some of the characters are replaced with a question mark in a diamond.

You can see an example image here... http://prntscr.com/hyvj5e

The font definately has those characters in its set of glyphs, so that is not the issue.

In fact if I go and paste the word from the text file onto the label at runtime, it then shows correctly in the editor?
Why would it show the incorrect version first, then allow the correct value to be pasted manually?

I've tried both Unity and NGUI font options, the Unity Font option shows the question marks, the NGUI font option just doesn't render a character at all.

Any ideas why this is happening or a way to fix it?
I'm on v3.11.4

Thanks

Solved : I opened the .txt files in NotePad++
Went to ENCODING => CONVERT TO UTF-8
SAVE

All works well now.


2
NGUI 3 Support / Touch input not working with OnPress on Windows Store Apps
« on: September 24, 2017, 05:26:15 PM »
I have some touch screen controls in my racing game I have built for Windows Store Apps (Universal).

I am handling the OnPress method for the game's controls. I've tried disabling all input methods for the camera, and enabling touch input.

Yet player's on Windows Phone, or on tablets running Windows Store Apps do not have any of the controls working.
Unfortunately I don't have a Windows Phone or tablet to test with so I can't debug.

The touch input works fine on Android without any problems.

Any idea what I could check for this?

Thanks

3
Thanks that did the trick  :)

I used InverseTransformPoint (InverseTransform doesn't exist)

  1. from = pointerTweenPosition.transform.parent.InverseTransformPoint(startingElementTransform.position);
  2.  

4
I'm struggling with this for some reason.

I have a TweenPosition component on my tutorial pointer arrow, and I'm trying to indicate to my user that they need to drag the one UI element, onto the other.

I've tried using...

  1. pointerTweenPosition.from = new Vector3(startElementTransform.localPosition.x, startElementTransform.localPosition.y, startElementTransform.localPosition.z);
  2. pointerTweenPosition.to = new Vector3(endElementTransform.localPosition.x, endElementTransform.localPosition.y, endElementTransform.localPosition.z);
  3. pointerTweenPosition.PlayForward();
  4.  

and

  1. pointerTweenPosition.from = UICamera.currentCamera.ScreenToWorldPoint(new Vector3(startElementTransform.localPosition.x, startElementTransform.localPosition.y, startElementTransform.localPosition.z));
  2. pointerTweenPosition.to = UICamera.currentCamera.ScreenToWorldPoint(new Vector3(endElementTransform.localPosition.x, endElementTransform.localPosition.y, endElementTransform.localPosition.z));
  3. pointerTweenPosition.PlayForward();
  4.  

But neither work properly. The pointer never appears in the right place.
Whats the easiest way to get this working properly?

Thanks

5
NGUI 3 Support / Re: Was there ever a fix for corrupt dynamic fonts?
« on: April 05, 2017, 01:35:26 AM »
Lesigh. Well, see this: http://www.tasharen.com/forum/index.php?topic=15202.0

Thanks, so far in my Windows Store build, things are looking good again!

6
NGUI 3 Support / Re: Was there ever a fix for corrupt dynamic fonts?
« on: March 26, 2017, 02:47:10 PM »
Yeah unfortunately my artist setup all my UI scenes for me and I only realised now it was all done with Unity fonts.

I'm using Unity 5.6.0f1 and NGUI 3.11.2

7
NGUI 3 Support / Was there ever a fix for corrupt dynamic fonts?
« on: March 23, 2017, 07:52:48 PM »
I'm building my game for Windows Store, and fonts are randomly getting corrupted on the screen.

Was there an easy fix/workaround for this?

Or would I have to change every single label in my project to use NGUI fonts ?  :'(

8
Found a resolution.

I have to click on each individual sprite in the atlas, then click update on the atlas. This seems to fix the issue.

9
The strange thing, is this only happened to most of my atlases, while some of them still look normal.

I cannot however, find any discernable difference between the two atlases in the settings.

10
In my game UI, and if I view an atlas texture in the editor, in areas that should be transparent, now show a strange green background.
This happened when I upgraded to Unity 5.6.0f1.

I am using the latest version of NGUI - 3.11.2

I have tried regenerating the atlases using Atlas maker, and I've tried re-importing the textures, no difference.

You can see an image here...


Any ideas on how I can resolve this?

Thanks




11
NGUI 3 Support / Re: Weird Camera issues with NGUI in Unity 5.4
« on: June 13, 2016, 01:51:54 AM »
Ok, I see what happened now...

I had my UpgradeGarageScene gameobject underneath my UI-UpgradeGarage heirarchy (which is the root for my UI screen for the garage).
UpgradeGarageScene and all its children are in the UpgradeGarage layer.

For some reason, showing other panels and screens does nothing, but when closing a panel with a scrollview/grid, it updates the UpgradeGarageScene and all its root children to now be on the UI layer.

I fixed this by moving UpgradeGarageScene out of my UI heirarchy, and it works perfectly fine now.

Thanks for the help :)

12
NGUI 3 Support / Re: Weird Camera issues with NGUI in Unity 5.4
« on: June 13, 2016, 01:37:25 AM »
The scene view is supposed to show what is in the 1st picture I posted, instead, it shows what is posted in the 3rd picture.


13
NGUI 3 Support / Re: Weird Camera issues with NGUI in Unity 5.4
« on: June 12, 2016, 03:11:13 PM »
You said yourself you have 2 cameras both clearing depth. What about color? You need to have the first camera to render actually clear the color too.

It doesn't matter which configuration I have my camera's clear flags to, I still get the same problem.

I have my UI camera set to Depth Only, and my scene camera set to Solid Color, same problem.
I try my UI camera set to Solid Color, and my scene camera set to Depth only, then the scene is then just set to the solid color.

My UI camera culling is set to UI
My scene camera culling is set to UpgradeGarage (which is the 3D scene of the garage)

Why would showing/hiding another panel with a scrollview only cause this problem?
Is there something else I can check?

14
NGUI 3 Support / Weird Camera issues with NGUI in Unity 5.4
« on: June 11, 2016, 08:00:11 PM »
EDIT : I've Isolated this problem is caused when a Scrollview with a grid is shown. So if I show another menu screen, and it has a scrollview with a grid, then go back to this screen, it has render problems.

I'm having a strange issue with the camera. I'm using NGUI 3.9.8.

I have a Truck Customise scene in my UI, where I have the UI camera set to Depth Only, with depth set to 1.
And a second camera for rendering my truck's garage scene, set to Depth Only, with depth set to 0.

This is what it looks like...



In some instances, when I load one of the other screens, in this case the 'Buy Crates' screen.
Which looks like this...



Yet when I go back to the Truck Customise screen, it shows mostly black where the scene camera is rendering


In addition, if I see this blackness on the screen, then in the editor enable a UI element/gameobject that draws over this black, it appears over the blackness, but if I disable the gameobject again, it stays on the screen!

Is there something I'm doing wrong or should I log a bug with Unity about this?

15
NGUI 3 Support / NGUI errors in latest Unity 5.4 beta
« on: March 15, 2016, 08:40:19 PM »
I've just downloaded the latest 5.4 beta, and get the following error from NGUI

NullReferenceException: Object reference not set to an instance of an object
NGUITools.get_screenSize () (at Assets/NGUI/Scripts/Internal/NGUITools.cs:1871)
UIRoot.get_activeHeight () (at Assets/NGUI/Scripts/UI/UIRoot.cs:173)
UIRoot.UpdateScale (Boolean updateAnchors) (at Assets/NGUI/Scripts/UI/UIRoot.cs:277)
UIRoot.Start () (at Assets/NGUI/Scripts/UI/UIRoot.cs:257)

I get this with NGUI 3.9.7.

For some reason my sprites all look fine, but all my text is missing in my UI or grossly mis-scaled.

Thanks

Pages: [1] 2 3 4