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Messages - ZachHoefler

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NGUI 3 Support / Re: 2D vs. 3D Colliders
« on: May 28, 2014, 02:30:07 PM »
2D objects can't collide with 3D objects, and vice-versa. Theoretically, you could be doing something with physics in your menu where you'd want to use the relevant physics engine. Beyond that, *shrug*

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Oddly, the problem seems to have gone away after playing then stopping the scene.

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NGUI 3 Support / Re: No prefab in the prefab toolbar
« on: May 20, 2014, 07:01:06 AM »
They're there, but Unity Free doesn't support RenderTextures, so the images aren't drawing. You can use NGUI fine without the Prefab Toolbar (it didn't exist until this latest version), but if you do want to use it anyway switch it to Detailed Mode so that each box also has text

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I'm using NGUI 3.6.0 in Unity 4.3.4f1, free version

Whenever I set an anchor, the object jumps tens of thousands of units away. This happens simply by going from Anchors Type->None to Type->Unified. On a UISprite at (0,0,0), it jumped to (45079.89, 23000.5, 0). The scene is also completely empty except for NGUI objects.

For some reason, the scale on UIRoot seems to be set to 0.004347826 in each axis, which I assume is part of the cause; however, it won't let me change the scale value. The UIRoot was auto-created when I dragged in objects from the Prefab Toolbar.

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NGUI 3 Support / Bug w/UIButton press + drag
« on: March 26, 2014, 04:37:10 PM »
With a UIButton, if you press down, move away from the button, and come back to it (all without lifting your finger), the button highlights again as though it is pressed. However, if you release on top of the button, it does not register as a click. It's also drawing with the Pressed color rather than e.g. the Hover color even though it's effectively not being pressed.

This is a really minor edge-case issue (you kind of have to go out of your way to do it), but I figured I'd mention it as it seems unintentional.

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NGUI 3 Documentation / Re: Localization system
« on: February 26, 2014, 02:05:17 PM »
I was having trouble with this until I realized NGUI was loading NGUI/Resources/Localization.csv instead of my Resources/Localization.csv file =] Deleting the NGUI example file fixed the issue for me.

Figured I'd post here in case anyone else was having the same problem.

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NGUI 3 Support / Re: Upgrading from Free to latest problems!
« on: December 11, 2013, 04:11:15 PM »
The Free version is super old AFAIK, and probably based off of the old version 2 stuff. Look up the documentation for converting from v2 to v3 and see if that helps, maybe?

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NGUI 3 Support / Re: Doubt with Fixed size on mobiles
« on: December 11, 2013, 04:10:31 PM »
PixelPerfect is the automatic scaling. FixedSize means the camera won't re-size things automatically. FixedSizeOnMobile means it auto-scales for your non-mobile builds, but does *not* scale for your mobile build.

Check the documentation for more info if that doesn't make sense, but essentially, you're using the wrong setting :)

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NGUI 3 Support / Re: NGUI 2.7 dead?
« on: December 11, 2013, 04:08:32 PM »
With the Professional license you have access to the git repository and can effectively get versions all the way back to 1.0. Not sure about the standard license, though :/

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NGUI 3 Support / Re: Refund
« on: December 11, 2013, 04:04:34 PM »
From here: http://www.tasharen.com/?page_id=140
Quote
Once you download NGUI, you are no longer eligible for any kind of refunds, as it comes in full source code form. Software delivered in source code form cannot be simply “taken back”. It’s not like returning a shower curtain back to WalMart. Please think before you license NGUI, as there is no going back.

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NGUI 3 Support / Re: Does UIImageButton still work in 3.0.7?
« on: December 10, 2013, 10:18:08 AM »
Ah! Figured it out. Layers got screwed up somewhere along the line of me upgrading everything. Getting everything in the UI back onto a separate NGUI layer fixed it. :)

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NGUI 3 Support / Does UIImageButton still work in 3.0.7?
« on: December 10, 2013, 09:52:28 AM »
Hiya!

I just upgraded my project from 3.0.2 to 3.0.7. My scene has a few UIImageButton objects in it, but they don't seem to be responding to mouse input anymore. That said, they did work up until I removed the old UIRoot object to replace it with the new panel-based one.

Do UIImageButtons still work, or are they deprecated? Is there something I need to change about them to update them?

Thanks!

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NGUI 3 Support / OUYA Button Support via new UIButtonKeys
« on: January 29, 2013, 06:47:53 AM »
There've been a few posts here and there about people developing for the OUYA. As-is, NGUI's built-in UIButtonKeys will not work on the console itself because the OUYA SDK's input doesn't go through Unity's input. So, with that in mind, I re-wrote the UIButtonKeys class to work on the dev console.

Get it here! OuyaUIButtonKeys.cs

Note: You will also need to change UICamera.cs. (For an explanation, see this thread) Under UICamera.Awake(), it checks the current platform, and will disable some input options, which will mess up button selection. You can just comment out the Android check, like so, and it will work:
  1. if (//Application.platform == RuntimePlatform.Android ||
  2.         Application.platform == RuntimePlatform.IPhonePlayer)
  3. {
  4.         useMouse = false;
  5.         useTouch = true;
  6.         useKeyboard = false;
  7.         useController = false;
  8. }

It could potentially be cleaner to do all of the input changes in UICamera.cs itself; however, keeping the input handling entirely in a separate script will make it a lot easier to merge in new versions.

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