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Messages - VapapeurTeam

Pages: [1] 2
1
I've had the same results, I can't figure out what I'm doing wrong.

My problem with the anchoring system goes even further : I want my TableCells to stretch when the resolution changes, and usually I'd do that by adding a UIWidget to the root of each TableCell and setup its anchor so it stretches correctly with different ratios and resolutions. However, defining an anchor for the TableCell widget means its position is also locked, so it can't be moved around by the UITable. I'm able to have my UITable itself stretch correctly, but since I can't use anchors on the table elements, they don't stretch. Any help ? Am I doing something completely wrong ?

Thanks.

2
NGUI 3 Documentation / Re: UIWidget
« on: February 27, 2014, 05:46:39 AM »
Wow, alright, I completely missed that Custom thingy. It's awesome, thank you :)

3
NGUI 3 Documentation / Re: UIWidget
« on: February 25, 2014, 09:46:48 AM »
Hello,

The documentation page for UIStretch (this one) says that UIStretch is now deprecated and invites you to visit the Widget or Panel documentation instead.

However, I don't see how I can mimic the behaviour of the old UIStretch using the Anchor features of a Widget. It seems to be replacing the functionality of the old UIAnchor script (like, I want my sprite to be 10px from the bottom of the screen no matter what), but for example if I want my sprite to always have a vertical size equal to 10% of my screen vertical resolution, how can I specify that in the Widget ? I would have used a UIStretch to do that, but here, all the input seems to be in pixel so I can't do relative sizes.

Thanks in advance.

4
NGUI 3 Support / Re: Justify Alignment for Text
« on: October 07, 2013, 10:10:43 AM »
Hello,

Sorry for necro'ing an old thread, but I figured it'd be better than creating a new one.

I would also like to have text justification for some UILabels in my game. Texts can look pretty awful if they're a bit lengthy (like more than 2 lines) and not justified properly.

Is it still not planned to add this feature into NGUI ? If not, I completely understand, although if you have suggestions as how you think it'd be done best in your code, I'd be happy to hear them.

Thanks in advance

5
NGUI 3 Support / How to re-download NGUI ?
« on: September 25, 2013, 07:52:38 AM »
Hello,

I bought NGUI a while ago using Paypal (and not the asset store) and I've been using it just fine since. But today I'd like to re-download a fresh version of NGUI, and I can't seem to find where to do that.

I would love to receive some support on that problem :)

Thanks in advance

6
It seems to be working just fine, thanks :). In the target script of my genericEventHandler, I just check if the layer of the hoveredObject is the 2D UI layer. If that's the case, I do nothing, and it catches just what I want to catch.

Thanks again !

7
Well, basically, I have a 3D scene populated with buildings the player can click on. On top of that, there's a simple 2D UI with some buttons. The 2D UI is handled by an orthographic UICamera, and the clicks on 3D buildings are handled by the main camera of the scene, which has a UICamera script attached. I want to add some camera control on top of that (zoom, pan, rotation). For example, when the player right clicks and drags the mouse, it rotates the 3D camera around its vertical axis. And that's where my problem is : I want that interaction to be possible anywhere in the scene, except on the 2D UI. But if I use UICamera.fallThrough to get OnClick and OnDrag events, my camera rotation interaction won't work if the player happens to click or drag on a 3D building. Basically, I would like to catch only the events falling through the 2D UI Camera, but not the 3D one. Does it make more sense to you ?

8
NGUI 3 Support / Issue with UICamera.fallThrough and multiple cameras
« on: April 18, 2013, 10:21:03 AM »
Hello,

I've got somewhat of an issue with catching events falling through my UICameras. Let me explain my setup and what I want to do (or a simplified version, at least).
1. I've got a classic UI orthographic camera which takes care of all my 2D UI. All these objects are on a layer called UI.
2. In my 3D scene, I have interactible 3D objects, which are handled by a 3D Camera, on layers A and B.

This works just fine, except there's one thing I can't figure out how to do : I want to handle interactions happening anywhere in my scene except on my 2D UI. I thought I'd use UICamera.fallThrough, but interactions happening on my 3D UI aren't "falling through", as expected. In a word, UICamera.fallThrough seems to only catch events that fell through all of the UICameras. Is there any way to catch events falling through one particular UICamera (my 2D camera in this case), no matter what happens with the other cameras ?

I thought about setting up a plane that filled up all the screen behind the 2D UI and have it catch all the events that the rest of the 2D UI wouldn't have caught. But if I do that, my 3D UI never receives any interactions anymore, even though they're on a different layer and manager by a different UICamera.

So, I got no idea how to do that. Any help ?

I hope I was clear enough, this thing is a bit messy.

Thanks in advance for your answers.

9
Ok, thanks. I must say I'm a bit surprised this isn't something that NGUI can handle, it seems like a pretty basic feature. Do you plan to adress this issue in a later release ?

10
Any ideas ?

Thanks in advance.

11
Yes, but that doesn't help me in this case. I have a completely standard checkbox made of 100% NGUI scripts, which I don't want to modify, and this checkbox can be checked/unchecked by right clicks. I would like to disable right clicks on my checkboxes, without having to change the code of UICheckbox to test for left/right clicks.


12
Hello,

It's probably a very stupid question, but I haven't figured out how to do that. I've got a UICheckbox on a game object, and the box can be checked/unchecked by clicking on it. It works with both right and left click, and I only want it to be on left clicks (right clicks would do nothing). How can I set that up ?

Thanks.

13
NGUI 3 Support / Re: How does NGUI.PlaySound work ?
« on: February 25, 2013, 07:35:21 AM »
Hehe ok I guess I didn't dig very deep, sorry.

I'll give that a try. I have my own sound management system (for global volume, application pause, etc), and I just need to make sure I can control NGUI's sound aswell.

Thanks.

14
NGUI 3 Support / How does NGUI.PlaySound work ?
« on: February 25, 2013, 04:50:36 AM »
Hello,

NGUI scripts all seem to use NGUITools.PlaySound() to play sounds (for button clicks, etc). Are any audio sources used by NGUITools to play these sounds ? And is there a way to control the volume of all sounds played by NGUI without having to modify the NGUI base code ?

Thanks in advance.

15
NGUI 3 Support / Re: How to make sure the UI remains full screen ?
« on: February 21, 2013, 02:45:59 PM »
Bump. Any suggestions ?

Thanks in advance.

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