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Messages - PixelEnvision

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1
NGUI 3 Support / Re: v3.0.3e - EventDelegate.cs errors with windows phone
« on: October 31, 2013, 10:15:07 AM »
Just tried that with 3.0.3f, replaced GetMethodInfo() with Method in two places. Compile errors gone and things appears to be working fine. Is there an example scene that I can use to test this?

2
NGUI 3 Support / Re: Nothing Rendering in Windows 8
« on: April 30, 2013, 06:02:41 AM »
I had a black screen problem when importing one of my older projects (with an earlier version of NGUI) to WP8, but upgrading to 2.5.1 resolves that. So I can confirm latest version works well...

3
+1 for that feature...

4
NGUI 3 Support / Re: Interesting year...
« on: October 25, 2012, 08:43:42 AM »
Congratulations & good luck! NGUI has been and will be (till Unity GUI comes around, I think) one of the most useful add-ons for me...Helped me much to get started with Unity earlier this summer...

5
NGUI 3 Support / Re: Multitouch handling
« on: June 30, 2012, 04:25:49 AM »
Ideally you should "save" the ID of the touch that started the drag (in OnPress(true)), and check it in OnDrag. If it doesn't match, ignore it. I'll make note of it.

Thanks for the reply...

I thought of that but Camera doesn't sends touch id (or it does?) to drag components. Or are you suggesting using a global touch checker to get the touch id? In with case how can match touch id with finger?

Edit: I should RTFM first, I think UICamera.currentTouchID will provide what I need...

6
NGUI 3 Support / Multitouch handling
« on: June 29, 2012, 08:29:00 PM »
Hi,

I'm curious if there are any multitouch enhancements on your roadmap.... I've few issues and it seems like that's how NGUI currently works.

When "allow multi touch" is enabled on camera settings, camera appears to be sending two (or more) different touch events for each finger. When using it with drag scripts (Panels, etc) it's jumping between two fingers... That can be easily seen at the example 6. Just run it on the device (I'm using Kindle Fire btw, didn't tested that on iOS yet) and touch the green drag area with two fingers.

If I disable multitouch on camera, then it only looks for fist finger. As data is coming from a single finger, jumping problem is gone but the problem is, if there is a touch somewhere else and widgets accessed by 2nd finger, it's ignored...

I've also tried sending finger gestures delta to UIDraggablePanel but it's public Drag function is not actually using the delta value even if it appears to take it in... I've managed to move the panel with it but couldn't get momentum & spring...

Any info appreciated! :)

7
NGUI 3 Support / Re: Proposing UIFill, UIStick and UIHook
« on: June 25, 2012, 07:14:00 PM »
Looks very useful, thx for sharing this... 8)

8
NGUI 3 Support / Re: UIScroll Bar Alpha Reset
« on: June 22, 2012, 11:04:08 AM »
I see, thx.

Btw, may I suggest a 4th option "do not modify visibility"  ::)

9
NGUI 3 Support / Re: UIScroll Bar Alpha Reset
« on: June 22, 2012, 10:56:33 AM »
Thx for the info, actually it's also the same on Example 7...

I understand why/how but wouldn't it be better if "always" setting doesn't change it back to 1?

I wanted to make it slightly transparent, currently solved that by using a new set of images that comes with transparency... Of course that takes up atlas space...

10
NGUI 3 Support / UIScroll Bar Alpha Reset
« on: June 22, 2012, 06:11:53 AM »
Hi,

Just noticed that bug(?)...

Alpha value of a UIScroll Bar resets back to 1 IF it's tied to a UIDraggable Panel.

11
NGUI 3 Support / Re: bumping up maximum atlas size?
« on: May 31, 2012, 02:10:34 AM »
Use Texture Packer :)

I'm using it and it works with NGUI perfectly...

http://www.codeandweb.com/texturepacker

12
Line 549: if (dc != null) NGUITools.DestroyImmediate(dc.gameObject);

The draw calls get destroyed when the panel gets OnDisable notification.

Without the hide flag being set, the UI will not persist while switching scenes, which is bad if you are expecting to have a loading screen that fades out when the new scene loads in or something along those lines. I've also had it switched to DontDestroyOnLoad(go) instead, but I think that caused some other set of issues.

I see your point...

If I get that right I can keep it that way (comment out) or place a destroy for go in OnDisable. But with that way, I will loose the ablity of keeping the UI live between scenes..

Maybe that can be a panel option sometime in the future? "Keep this panel persist" or something... :)

13
I should have read your post properly before wasting time on trying widgets.  :)

Anyway, I've taken a look at UIDrawCall script and noticed you were using HideFlags.DontSave.

There were 4 in UIDrawCall and 1 in UIPanel.

I've commented out those, it looks like the ones in UIDrawCall had no problem but the one in UIPanel line 509 fixed the issue!  go.hideFlags = HideFlags.DontSave;

After searching the project for DestroyImmediate calls, I couldn't find a call for object "go" while other 4 had destroy calls set. I guess that was the culprit...

Since I commented out that line blindly, I'm afraid it might have some side effects since you've used it... If that's the case, where should I place the destroy call?

Best,
Erdener

14
Just a follow-up...

After testing some widgets, I've finally come to UITexture, which also bypasses atlases, etc...

This is is the current setup
-UIRoot
--Camera
---Panel
----UITexture

Error is still there... I've disabled the UIRoot script and UITexture itself seems innocent. I don't know how NGUI works but I feel like it might be the UIPanel.

I'll check if that also happens on iOS builds...

15
I see... Well, I'm still trying to pin point exact part causing this.

Just tried an empty scene with only 3 NGUI objects UIRoot>Camera>UISprite, I guess that's the minimum to get sprite displayed and problem still exists..

I'll try a sliced sprite now to see if it's the same...

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