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Messages - maul

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NGUI 3 Support / Re: Dynamic font + emoticon in NGUI 3?
« on: March 26, 2015, 07:58:22 AM »
Thanks a lot for your suggestions. Afterall, I decided to just pack the chinese font in the atlas - it takes up a lot of space but I'm hoping I can get things done faster this way. I have a question related to this though, and I'm hoping you can help me: why does the font affect how these emoticon sprites are displayed? The size is very different (way larger) than with the English font, and it's also too large to fit into the text itself properly.

EDIT: never mind, solved it. NGUI is pretty darn cool.

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NGUI 3 Support / Re: Dynamic font + emoticon in NGUI 3?
« on: March 22, 2015, 05:04:22 PM »
Thanks. Is there any way to have similar functionality? Essentially: replace a part of the text with a sprite. Hell, I could probably replace the code with spaces and add a separate sprite renderer to a sub-object in the proper position, couldn't I?

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NGUI 3 Support / Dynamic font + emoticon in NGUI 3?
« on: March 22, 2015, 06:17:18 AM »
Hi guys, I'm trying to add Chinese localization to a project. The project uses an older, paid version of NGUI - around 3.5 I think but I'm not exactly sure. Since there are a lot of chinese characters, I'm trying to add them as a dynamic font. However the original font contains a lot of references to "emoticons" - gamepad button images, small replacement sprites, etc.

Is there a way to make these work with a dynamic font?

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NGUI 3 Support / Re: What is BetterList?
« on: February 15, 2014, 06:25:55 AM »
Hi! Is this still the case? I don't know a lot about .NET and mono internals, but it would seem ridiculous for List to allocate memory item-by-item and to throw away the internal array on Clear().

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Thanks for the tip, it is possible, altough I've checked my code a few times.
Anyway, since then I've moved on to a different loading solution, so this is not an immediate issue right now. I just thought it was an NGUI bug.

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Looking at the reported lines I'm not sure what stripping would have to do with this, but it's not enabled anyway.

7
I found a bug that does not appear in the editor or Windows, only in Android. I change levels in my game by removing the objects that belong to the current level and calling LoadLevelAdditive. I do not remove/modify the NGUI root object. Still, after all this happens (and it's pretty slow on my phone unfortunately) I start getting these exceptions:

I/Unity   (12974):
I/Unity   (12974): (Filename: C Line: 0)
I/Unity   (12974):
I/Unity   (12974): NullReferenceException
I/Unity   (12974):   at UIPanel.UpdateDrawcalls () [0x00132] in C:\Users\maul\Desktop\mook_trunk\Assets\NGUI\Scripts\UI\UIPanel.cs:873
I/Unity   (12974):   at UIPanel.LateUpdate () [0x00115] in C:\Users\maul\Desktop\mook_trunk\Assets\NGUI\Scripts\UI\UIPanel.cs:969

Hope this is all the info you need to fix it.

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