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Messages - Martin Schultz

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1
NGUI 3 Support / Re: NGUI and Oculus Rift DK2
« on: November 20, 2014, 04:45:00 AM »
Found out why. The new Oculus SDK renders into a RenderTexture. So the RenderQueue doesn't work out unfortunately here - camera depth neither.

It was possible to put the NGUI UI as child of the right camera in the OVR camera rig at a distance of 1, but if you have geometry in front of the camera like me (sitting in a roller coaster), the object gets rendered in between. Not a solution.

I had the idea then to render NGUI out directly into the render texture of the right camera. Technically works, but the UI is rendered then half of the width in the middle of the screen.

I'm now experimenting with rendering NGUI to a render texture and then copying over the render texture over both render textures of the 2 OVR (Oculus) cameras. Will see if that works out. At least this way NGUI is rendered over the 2 cameras.

2
NGUI 3 Support / Re: NGUI and Oculus Rift DK2
« on: November 18, 2014, 06:34:22 AM »
I asked on the forums over there - no reply. Mabye they think it's something for this forum. :-)

The Oculus camera rig has of course 2 regular cameras, but changing those values doesn't seem to have any effect. The NGUI camera never renders over the Oculus camera rig, regardless what depth I put into any of those. I also tried setting the renderQueue manually to 7000 or 9000 in NGUI. Also no effect.

3
NGUI 3 Support / NGUI and Oculus Rift DK2
« on: November 18, 2014, 03:43:02 AM »
I'm struggling to find a way to get NGUI working with the latest 4.3 SDK of the Oculus Rift DK2. As the new camera rig doesn't offer a depth value, I fail to see how I can get NGUI to render of the Rift camera view. Has anyone gotten this to work? Or is there something obvious I'm overlooking?

Thanks
Martin

4
NGUI 3 Support / Change dropdown box width?
« on: August 29, 2014, 05:08:38 AM »
I'm looking to change the width of the dropdown box when it rolls out, but can't find it anywhere. It's a standard control from the NGUI examples changed to my own graphics. But I seem to miss where I can change the width. Any hints?

Thanks!
Martin


5
NGUI 3 Support / Re: Weird error, NGUI does not show any controls
« on: April 07, 2014, 10:48:39 AM »
I think I found it. mSprite was null because NGUI crashed while creating the Atlas, which I hadn't noticed. The atlas got corrupted so no sprites were there.

6
NGUI 3 Support / Weird error, NGUI does not show any controls
« on: April 07, 2014, 10:05:28 AM »
Hi. I've run into a weird error that NGUI does not display anything anymore. I had it with the recent version 3.5.6, but also with the previous version. Unity boots up and shows only the frames of the ngui elements. What I see in the Unity console log is this:

=====================

[font=courieUnloading 122 unused Assets to reduce memory usage. Loaded Objects now: 4919.
Total: 57.483337 ms (FindLiveObjects: 0.249918 ms CreateObjectMapping: 0.057917 ms MarkObjects: 7.751153 ms  DeleteObjects: 1.659730 ms)

Load native extension module: /Applications/Unity/Unity.app/Contents/PlaybackEngines/iPhonePlayer/EditorExtensions/UnityEditor.iOS.Extensions.Native.dylib
NullReferenceException: Object reference not set to an instance of an object
  at UISprite.SlicedFill (.BetterList`1 verts, .BetterList`1 uvs, .BetterList`1 cols) [0x00000] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UISprite.cs:669
  at UISprite.OnFill (.BetterList`1 verts, .BetterList`1 uvs, .BetterList`1 cols) [0x0016d] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UISprite.cs:517
  at UIWidget.UpdateGeometry (Int32 frame) [0x00088] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/Internal/UIWidget.cs:1394
  at UIPanel.UpdateWidgets () [0x00213] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UIPanel.cs:1418
  at UIPanel.UpdateSelf () [0x00017] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UIPanel.cs:1097
  at UIPanel.LateUpdate () [0x00020] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UIPanel.cs:1056
 
(Filename: Assets/NGUI/Scripts/UI/UISprite.cs Line: 669)

Refresh, detecting if any assets need to be imported or removed ... 0.020233 seconds (Nothing changed)
NullReferenceException: Object reference not set to an instance of an object
  at UISprite.SlicedFill (.BetterList`1 verts, .BetterList`1 uvs, .BetterList`1 cols) [0x00000] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UISprite.cs:669
  at UISprite.OnFill (.BetterList`1 verts, .BetterList`1 uvs, .BetterList`1 cols) [0x0016d] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UISprite.cs:517
  at UIWidget.UpdateGeometry (Int32 frame) [0x00088] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/Internal/UIWidget.cs:1394
  at UIPanel.UpdateWidgets () [0x00213] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UIPanel.cs:1418
  at UIPanel.UpdateSelf () [0x00017] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UIPanel.cs:1097
  at UIPanel.LateUpdate () [0x00020] in /Users/Martin/Development/iOS/Gods of Drifting/Assets/NGUI/Scripts/UI/UIPanel.cs:1056
 
(Filename: Assets/NGUI/Scripts/UI/UISprite.cs Line: 669)
 

Refresh, detecting if any assets need to be imported or removed ... 0.140309 seconds (Nothing changed)
Refresh, detecting if any assets need to be imported or removed ... 0.020390 seconds (Nothing changed)[/font]
=====================

Any idea how I can solve this?

Thanks
Martin

7
NGUI 3 Support / Re: UITrigger checkbox instant dis-/appear
« on: March 29, 2014, 02:50:14 PM »
Thanks, worked great! :-)

8
NGUI 3 Support / UITrigger checkbox instant dis-/appear
« on: March 29, 2014, 06:30:58 AM »
I've used the nicely animated checkbox from the NGUI examples. Now I'm fading to the options menu and while options menu fades in from a black curtain that covers the whole scene, I'm settings the checkbox value based on prefs. All good, but now the checkhook animates where I only want to set or not set it. I fail to see how I can disable the animation just for the specific moment when I enable the options menu and fade it in.

Any help greatly appreciated. Thanks!
Martin

9
NGUI 3 Support / Re: FontMaker window does not open (+ fix)
« on: March 28, 2014, 02:30:50 AM »
Thanks!

10
NGUI 3 Support / FontMaker window does not open (+ fix)
« on: March 27, 2014, 05:37:11 AM »
I've recently noticed a couple of times in various projects that at some point, suddenly the font maker or atlas maker don't open anymore. No error in the console, nothing (Unity 4.3.4). I found out that in NGUIMenu.cs in OpenFontMaker() the line looks like this:

EditorWindow.GetWindow<UIFontMaker>(false, "Font Maker", true);

If I change it to this, it works:

UIFontMaker x = EditorWindow.GetWindow<UIFontMaker>(false, "Font Maker", true);
x.Show ();

I cannot clearly repro how the bug appears, but it appears at some point. Restarting Unity or re-importing NGUI does not help. Maybe this helps someone running in the same issue.

- Martin

P.S. Same for UIAtlasMaker

11
NGUI 3 Support / Source texture import settings relevant?
« on: March 12, 2013, 07:15:56 AM »
I wonder: Are the import settings of a texture relevant before it gets added to an atlas? I would assume not as the atlas texture import settings are relevant, but I wanted to make sure I'm right on this: I can safely ignore whatever TI setting is set for a texture when I plan to add it to an atlas, right?

12
NGUI 3 Support / UIInput / UILabel: Bug if not left-aligned
« on: February 21, 2013, 05:03:40 AM »
Hi. I've been implementing an input field for entering the email address in the game. Now, the label was centered and if I enter more characters than the colliders width, I would have assumed the label starts to scroll. This happens only if the label is left aligned. If it is centered like in my case, the label text starts to "flip" around (shown completely off-set) once I enter more text than the collider's width. Setting to left aligned like in the input example of NGUI works, so I assume this is a bug.

Repro is simple: Take the built-in Input example scene and change the label to centered alignment and start typing. You see how the text flips to the right side.

- Martin

13
NGUI 3 Support / UI Stretch - 1 pixel offset on the left
« on: February 18, 2013, 10:01:27 AM »
I've been trying to look for similar posts, but found none so far. So, my issue is, I use UIStretch on a sliced sprite on a background image that is set to fill in both directions, relative size = 1,1

Now, on the left side I have 1 pixel blank, not filled by the sprite. Any idea what this could be?

Here's 2 screenshots showing the issue:

https://dl.dropbox.com/u/17435297/offset1.png
https://dl.dropbox.com/u/17435297/offset2.png

Thanks
Martin

14
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: December 25, 2012, 02:59:38 AM »
Ah ok, that would make sense. I thought already it's hard to achieve that licensing with the Asset Store - I can only purchase once.

Btw, it's available in the Asset Store! Just purchased it from there!

15
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: December 25, 2012, 02:01:54 AM »
First of all, merry christmas all! :-)

One question regarding the licensing that holds me back so far from buying: It says "per project". Do I need to license one TNet per project?

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