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Messages - vellocet

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NGUI 3 Support / Re: PlayStation Vita
« on: January 30, 2014, 03:12:40 PM »
Actually, we were being silly.

We were using an older release of NGUI.

I'm still curious if anyone has any experience with NGUI and Unity Vita (it's currently in beta).


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NGUI 3 Support / PlayStation Vita
« on: January 30, 2014, 02:24:25 PM »
Hi there,

We're working with Unity on a game for PlayStation Vita (after doing some stuff on mobile and web).

Does anyone have any experience working with NGUI for Vita?  The buttons seem to work, but none of the textures are being displayed.

My assumption is that NGUI doesn't support Vita?  I just wanted to be sure.

Thanks!

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NGUI 3 Support / Re: Clipping stops working
« on: June 27, 2013, 01:21:29 PM »
RESOLVED:  I figured it out... dragging the prefab into the scene creates a Panel component in the object.  This causes the clip to not work.  Simply deleting the component from the prefab fixed the issue.

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NGUI 3 Support / Clipping stops working
« on: June 27, 2013, 10:39:42 AM »
Hi there,

I'm experiencing a VERY strange issue with clipping. 

I've got a UIPanel that uses NGUITools.AddChild to add prefabs to make a list.  The list can scroll revealing further prefabs that are not visible during clipping.

This at one point worked perfectly.  I wanted to make some positional adjustments to one of the elements in the prefab (just moving a sprite to the left a bit)... but once I "applied" the change to the prefab, the prefabs stopped being clipped by the UIPanel (I've tried all the different clipping options, none of them work).

When I revert (we're using Asset Server) to the previous version of the prefab and it works again.

I did some exploration and it wasn't the positioning that was causing the issue.  It was the "apply" that broken the clipping on the prefab.

The way that I'm editing the prefab is to drop it in the scene and then hit "apply."   I thought that it might be changing the transform or something so I also tried making sure that the transform values were the same as the prefabs (zero'd out actually).

Does anyone have any idea why this is happening/how to fix it? 

Thanks in advance.

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NGUI 3 Support / Re: Borders on sprite
« on: May 04, 2012, 02:56:21 AM »
I used to have that problem all the time and it took me ages to figure out what was going on.  This happens in all 2D engines and especially if you're using photoshop.

This will fix it.  http://answers.unity3d.com/questions/10302/messy-alpha-problem-white-around-edges.html

I suggest that you "solidify" your atlases after you've finalized them and then the border will go away.

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NGUI 3 Support / Button Widget Size
« on: May 03, 2012, 11:31:07 PM »
I'm pretty new to this but I'm having an issue with the Add Button widget tool.

When I use the widget tool to add the template "button" with a custom background sprite (that I've added to the atlas), it adds a button thats significantly smaller than the resolution of the sprite.  If I add a template "sprite" with the same sprite texture, it comes out the right size.

I can create a button from scratch and then swap the sprite and then change the collider size but I'm wondering if there's something I'm doing wrong that's causing the button to be a different size than the texture.

Thanks in advance!

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