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Messages - gekido

Pages: [1] 2
1
Other Packages / Re: Tasharen Fog of War
« on: September 27, 2014, 11:50:16 PM »
Just a quick note, the BetterList implementation in the Fog of War package is out of sync with the one that is in the NGUI package.  If you import Fog of War into a project after NGUI, it breaks NGUI if you include the BetterList.cs file (which Unity will automatically overwrite).

(issue is in the BetterList<Transform>.CompareFunc call in UIGrid.cs for what it's worth)

Might want to namepsace and/or rename the file in the Fog of War package maybe?  The newer BetterList in NGUI seems backwards compatibile with the other one, but not the other way around.

Cheers!

2
NGUI 3 Support / UITexture behavior change with 3.6.7?
« on: July 09, 2014, 11:57:47 PM »
Just updated to 3.6.7 (from the asset store) and I'm running into all kinds of strangeness with the UI.

My game's UI is fixedsize, set to 1080 manual height.

I have a UI Texture in a UI Panel set with a size of 1920x1080, aspect ratio set 'based on height' and an anchor of unified, left,right,bottom,top all set to 0

With 3.6.7, suddenly this UITexture (the menu background) is appearing like 1/2 size in the view.  If I adjust the camera's orthographic size to 0.5, it fits fine, but obviously the rest of the UI doesn't fit.

Note that the rest of the UI appears to be the correct size, just my UI Texture is appearing differently with 3.6.7.

Any ideas?


3
NGUI 3 Support / Re: Using CancelKey to "back out" of submenu
« on: June 01, 2014, 11:41:30 PM »
Thanx @getlucky - this works well! Was just trying to sort out a solution for the same issue, and stumbled upon your script. Thanx for posting!

4
Other Packages / Re: Tasharen Water
« on: February 04, 2014, 04:36:35 AM »
Just tried the water out on Windows Phone, and I'm getting pink for the water - does this mean that the shader isn't playing nice?  Has anyone tried it out?

Thanx

5
NGUI 3 Support / Re: Problem with dynamic fonts and source control
« on: January 18, 2014, 03:57:31 PM »
are the fonts installed on all machines?  that's one of the biggest issues with the dynamic fonts, the exact version of the font must be installed on all machines - so if you have pc / mac dev's (for example), I could see font references being lost for example...

6
NGUI 3 Support / Re: Update 2.5.0c - New Placement Handles
« on: May 27, 2013, 02:11:32 AM »
Quote
"made optional in latest version"

awesome, thanx alot ArenMook, NGUI is one of the few unity add-ons that I've been able to trust to 'just work' if I keep it up to date without any major issues - was scared to update just now (saw 2.6.1 was out) but you've once again come through in spades!  keep up the awesome work!

7
NGUI 3 Support / Re: Progress Bars don't work?
« on: April 05, 2013, 11:26:04 PM »
ok, sounds good. didn't think that it had been that long since I had updated, but simplifying things is usually for the better, so not a prob.

Thanx
- Mike

8
NGUI 3 Support / Re: Update 2.5.0c - New Placement Handles
« on: April 05, 2013, 11:24:41 PM »
@arenmook - very likely - i tend to not use the middle mouse in the editor at all - i'm the opposite - I like rotating the camera around in scene mode quite a bit while working on even 2D UI's, as it gives me a better sense of widget / panel ordering and depth.  the game view is where I see the 'proper' UI layout as it is intended to be viewed, and it's the only one that you can really trust to be valid while designing.

I fully realize that there is source code for NGUI, but I also like to keep the libraries that I'm using as 'untouched' as possible to allow for easy updating going forward.  Would prefer to not have to manage a fork (however small), so I guess I'll probably just 'deal' with it ;}

Cheers
Mike

9
NGUI 3 Support / Re: Progress Bars don't work?
« on: April 05, 2013, 03:24:11 PM »
Strange.  Just reverted back to an older version of NGUI, and the same problem occurs.  Is this an issue with the new 4.1.x Unity?

[update:  Just figured 'something' out - it appears that adjusting the 'value' slider in the editor only has an effect now when the game is being run, instead of working in 'edit' mode as it did previously...]

Is this intended behavior or has Unity changed something that prevents the UI from being usable at edit time (for testing)?

10
NGUI 3 Support / Re: Update 2.5.0c - New Placement Handles
« on: April 05, 2013, 02:46:26 PM »
I have 2.5.1 and doesn't matter what mode I'm in, I can't rotate or do anything in the scene view with a sprite selected.  If I have a widget selected (progress bar for example), then things work, but if I select the 'foreground' element of that progress bar, the camera view is suddenly completely locked in the scene view.

This definitely needs to be optional behavior, completely breaks usability.

11
NGUI 3 Support / Progress Bars don't work?
« on: April 05, 2013, 02:35:23 PM »
Hello,

Just created a brand-new project, loaded the latest NGUI (from the asset store), and have a very simple scene created with a progress bar (as the only widget currently).

The issue I'm running into is that the progress bars don't seem to be working (at all)?  adjusting the value slider in the editor doesn't affect the progress bar foreground size at all.

Has anyone else seen this?  The version I'm using is 2.5.1

Thanx

12
NGUI 3 Support / Re: OnDrag event not called on Android
« on: February 04, 2013, 02:59:25 PM »
yeah i have the paid version as well, my code is pretty close to the drag n drop example.  your answer did point me in the right direction - i had the currentTouchID flag set wrong, reset it to the same as the example ( > -2) and it fixed the drag n drop.

thanx!

13
NGUI 3 Support / OnDrag event not called on Android
« on: February 04, 2013, 02:46:18 PM »
Hello,

I've been experimenting with a drag n drop system for mobile.  It seems that the OnDrag event is not being sent every frame on Android.  Has anyone had any luck with this?

My OnDrag code is like so:

void OnDrag (Vector2 delta)
{
   if (enabled && UICamera.currentTouchID < 0)
   {
      Debug.Log ("Dragging! " + this.name);
      mTrans.localPosition += (Vector3)delta;
   }
}

Testing on the PC, the drag works fine, the object gets dragged around underneath no problem.  On mobile, the debug log is not being called and the object does not get dragged around.

Another option is to move this into the Update function (while (dragging){ do drag stuff } ), but I need to retrieve the 'delta' value (or calculate it myself), which kind of defeats the purpose of having the 'OnDrag()' functionality.

Any ideas?
Mike W

14
NGUI 3 Support / Re: SetActive not re-enabling buttons correctly
« on: January 30, 2013, 02:39:33 PM »
are you using NGUITools.SetActive() or the native unity GameObject.SetActive() function?  I've found that the new unity SetActive function is sketchy - it's difficult to predict what will actually happen when you call it.  The fact that they removed the 'SetActiveRecursively' is extremely frustrating.

We've had a few situations where if a button was disabled by default, calling SetActive on the parent object won't actually enable the child objects etc.  Annoying to say the least.  In our case, we ended up cycling through the child objects and manually enabled them to work around this.

15
NGUI 3 Support / Re: Pro user - where is the inventory example?
« on: January 30, 2013, 02:34:33 PM »
nevermind, found it "Example X - Character" ;P

doh

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