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Messages - Trance_Trap

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NGUI 3 Support / Re: scrollviews and content origin
« on: August 12, 2014, 12:02:38 AM »
Why don't you just Child the scroll view to an empty and write a simple script to move the parent emptys' transform around
when events happen?

Thats what I would do. Then just change scroll view's .localPosition(Vector3 pos) when you want to change its' origin.

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NGUI 3 Support / Re: Panel Animations (Example 3 - Menu)
« on: August 11, 2014, 10:25:23 PM »
The way I know of it quite a bit.

1st off which Camera is going to be sending the event? IF you use NGUI UICamera , ie. event system,
you'd have to pass it into the OnKey(Keycode keycode){} event   
e.g. "Input.GetKey(KeyCode.Escape)" if its in the method or just the keycode if you're passing it into the event

As for the animations, Study Unity's Animation course from unity3d.com/learn, there is a lot involved... You'd have to use the Animation window and attach an animator component and make a simple state machine if you're using mecanim

Ngui can also animate with its' tween components. e.g. from top border in Unity ... NGUI -> Tween -> "anyTweenYouWant"

Tweens is short for "In betweens" which is how the comp. interpolates between 2 points, you'd adjust the curves
to change how the comp. interpolates between points e.g. sharp or smooth or linear, etc

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NGUI 3 Support / How to fix ScrollView dragItem Lag in 3D world
« on: August 11, 2014, 09:55:38 PM »
http://vimeo.com/103197974

^vid url

Any idea's how how to fix this?

I think it has to do with the UIDragDropItem script OnDragDropMove(Vector delta){} event... but I'm not sure what exactly to do w/delta

Its very simple. Just saved the drag and drop example to a prefab except that its child of a sprite rather than
the root that it was in , in the example.

I just have 1 camera, the main camera, culling Everything so that it can look 3D.

Everything works perfectly except for when I drag the sprite from the scroll view it lags behind
the mouse position. Which obviously isn't ideal :T

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NGUI 3 Documentation / Re: UICamera
« on: May 12, 2014, 07:24:49 AM »
How can we get an array or list of objects UICamera's raycast has hit? From the very first object it hits to the very last? Or does the raycast stop at the very first object it hits? Presuming all objects have colliders. And for all 3 event types.

I've attached the UICamera event system to my 3D scene in addition to the GUI and I think this would be useful.

5
can you provide the code you used ?

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