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Messages - Clicker

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NGUI 3 Support / Re: NGUIText fits logic breaks a lot
« on: April 14, 2014, 06:20:48 AM »
NGUI 3.5.7. Same issue. Just create an empty project, add NGUI 3.5.7 (current one) and launch example 12 - Chat Window, then add a lot of characters in input field and submit. The issue will appear and all text is gone.

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NGUI 3 Support / Re: NGUIText fits logic breaks a lot
« on: April 07, 2014, 03:25:34 AM »
:( The issue stays in 3.5.6.

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NGUI 3 Support / Re: Dynamic Font change on the fly
« on: April 05, 2014, 04:30:31 AM »
"we keep a reference on a UIFont prefab as reference to a UIFont prefab with dynamic font"

Not quite clear on that one.

If you have a reference font pointing to another font prefab that you change at run-time, then everything should work fine. However... there may be an issue related to when you swap the font. If it's between Start() calls for example. You need to make sure that you do the font swap first when loading the scene -- in Awake(), before everything else.
Exactly, that is the pointer as you described how to workout the font change in runtime, but we have a switcher for languages in option menu, so, we have to change language on the fly.
we have same trouble of dynamic fonts, just when open/close (enable/disable gameobject  with UIPanel) windows, but that appear only one time in game session.
Confirm. We have the same.

The only fine solution I have found is to update all label in the visible panels, just by changing the text to empty and again to the previous one (kind of hack, I know :) ).

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NGUI 3 Support / Re: Dynamic Font change on the fly
« on: April 02, 2014, 02:12:41 AM »
Well, actually, we do use only dynamic fonts in our project. This problem appears not only in editor but on devices as well.

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NGUI 3 Support / Dynamic Font change on the fly
« on: April 01, 2014, 12:05:32 PM »
Hello. We have been working on a project where a custom localization system is being used. So, there is a need of changing the actual font in every single label depending on language. Hence, we keep a reference on a UIFont prefab as reference to a UIFont prefab with dynamic font, and in runtime we just change the replacement reference to another UIFont prefab. While doing so, sometimes some labels seem to lose correct UVs for each char, but if we reenable those labels - the issue is gone. Anyway, it is not a good solution for the issue and it would be very helpfull if you know how to avoid it.

Here is a screenshot http://clip2net.com/s/78qXC9.

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NGUI 3 Support / NGUIText fits logic breaks a lot
« on: March 25, 2014, 04:07:31 AM »
Hello. Since NGUI has been updated to 3.5.4 r2 (and now 3.5.5) it is having a bug with new fits logic in NGUIText script. For instance, you can check it in scene Example 12 - Chat Windows, just add a little bit more text in input field than it can fit in a row in the window and submit, so you will get an empty window (no text at all). For me, I just roll back the script to the previous version without that logic, and it works fine for now. Hope, it would help and the issue will be fixed till the next version of NGUI.

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NGUI 3 Support / Re: New UIButton state bug
« on: March 05, 2014, 11:53:09 AM »
I guess, you can simply repeat it by following next steps in runtime:
1. Mark a button as disabled from a script;
2. Disable the button game object;
3. Enable the button game object;
4. See the button state (color of the background sprite and enabled state of the collider).
In my case, the color of the button is not correct after doing the steps.

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NGUI 3 Support / New UIButton state bug
« on: March 04, 2014, 09:26:17 AM »
Hello. After updating to NGUI 3.5.3 I have noticed that if I change the button state from script to, for instance, a disabled one and then I make the button SetActive(false) and after returning it to enabled state I get a normal sprite state(not the disabled one) with disabled collider. After reading the scripts, I could find a way to fix it http://clip2net.com/s/6WHqnb. It works good for now, but I am wondering if it is the best way to overcome this issue?

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NGUI 3 Support / Re: Odd sprites rendering
« on: January 22, 2014, 06:12:47 AM »
Thanks for the answer. I have been scaling that panel from 0.25 to 1 (for each axis), and of course I haven't checked static flag on the panel. So, the issue is still here, and, I guess, every one can repeat it, just doing the same. Another thing, I have also encountered on, if I have a complex panel (such a template) which I have to transform during the run-time, for instance, a tutorial dialog panel which keeps changing during the game, depending on a content that I want to show for a player. There is still a problem about strange gui rendering effects. Sometimes, something blinking on the screen, some parts of a panel (like this part of a window header http://joxi.ru/j6XfUv3JTJAAEbFlYJA) which is not at that moment on the screen (tweening from right side of the screen to the center). In my opinion, some of the roots of the issue lies in changing something during the disabled state of a panel, and then, after enabling it we have the issue with rendering. For now, I have no idea how completely avoid all of it, and it keeps annoying. :(

P.S. Likewise, I have noticed that if I am scaling panel's objects and current fps is too low (10-15 frames), the bug with sprite's rendering appears almost all the time. I think, sometimes, tracking of widgets scales isn't working at all. Is there any clues about how to scale widgets in panels without such a terrible issue? Maybe something like NGUITools.ScaleWidget(aWidget)?

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NGUI 3 Support / Odd sprites rendering
« on: January 21, 2014, 09:39:25 AM »
Currently, I am using NGUI 3.0.9 f3. But this issue has been following me since NGUI 3.0.0. Sometimes, I have got interesting rendering results in gui panels. Like this http://joxi.ru/tmzeUhjKTJCsBSzxh1E. As you can see on the picture, all the widget's colliders and rects stay in proper places, but the rendered content is wrong. I have no idea about why it happens. I have tried to refresh panels, but it actually didn't help. Moreover, I have noticed that this issue somehow depends on twinning actions with panels. For instance, on the picture above, it happens only in a case of changing scale of the topmost widget or gameobject (zooming in or out porpose). I guess, somehow it doesn't refresh(re-render) all the widgets in panel or subwidgets to a widget that has been changed somehow in real time. So, have you got any idea how to fix it?

P.S. If I switch the game view to the scene view in editor, everything becomes fine. Although, this problem has been found in Editor, Standalone and Android platforms, so, I guess, the using platform isn't an issue.

P.P.S. Here is the normal render of that panel http://joxi.ru/SIfeUhjKTJBFBSS5PlQ

P.P.P.S.  I have found another interesting thing. When I change sprite's scale after disabling it - the issue appears. Whereas, if I change its scale before disabling it - everything is fine.

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NGUI 3 Support / NGUITools.SetActive issue
« on: January 09, 2014, 09:30:37 AM »
Recently, I have encountered on a strange behaviour with the functions NGUITools.SetActive(bool). As far as I am aware, it should active only the root object in UNITY_4+ and it does that if the root object has at least one child active, but if there are only disabled children, it actually forces to enable them all. So that is the issue, because, for instance, as I have been using disabled objects in pools, in order to activate them again if they are needed.

P.S. I found some strange lines in the script NGUITools.cs, here they are: http://joxi.ru/GafOUhjKTJAzAdv-vRI (931 - 951). So, in my opinion, there is a mistake after line 945 in the case I just described above.

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NGUI 3 Support / Sprites depth problem
« on: December 28, 2013, 07:39:44 AM »
After upgrading NGUI from 3.0.7 f3 to 3.0.8 I have noticed that after enabling sprites via NGUITools.SetActive function, the sprites are rendered as if they were over all other sprites of the same atlas in the panel (the depth behaviour isn't correct). This strange behaviour can be avoided if I call Panel.Refresh method, but it is not actually convenient and it needs a lot more code to manage the problem. Also, if I call NGUITools.SetActive for other widgets(buttons, sprites etc.) on the same panel, the sprites with wrong depth somehow become correct. Is there another way to deal with this problem, maybe better than I described above?

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NGUI 3 Support / Re: Issue with UILabel in 2.6.5
« on: September 05, 2013, 04:56:58 AM »
Thanks for the swift answer.  :)

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NGUI 3 Support / Issue with UILabel in 2.6.5
« on: September 05, 2013, 03:29:17 AM »
After updating NGUI to 2.6.5 in our project we have an issue with UILabel. All label's texts in a project were shifted somehow http://prntscr.com/1pg4lj. When I started seeking the cause of the problem I encountered on UIFont pixel size which had been set in 2 for SD fonts, but if I change it to 1, all label's texts return to correct positions. Nonetheless, it isn't correct value for SD font in our case and it affects other ui elements like pop-up lists. So, my question is why it heppens and how to deal with it.

P.S. It seems that in HD GUI mode everything is fine and the problem shows only if we switch to SD mode.

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NGUI 3 Support / Re: NullReferenceException inside UILabel.OnFill
« on: May 22, 2013, 02:23:00 AM »
I am using a non pro version of NGUI. I forgot to check out the latest version of it since 2.5.1 where the problem appears. But, after updating to 2.6.1e which is current non pro now, it did solve the problem. Thank you and sorry for my inattention. :)

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