Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - yotes

Pages: [1]
1
NGUI 3 Support / Re: UIPanel - Drawcalls priority problem
« on: June 11, 2012, 09:39:20 PM »
Yes, well there is an empty game object that has an anchor (center in this case), then the pane that belongs to this object, but this does not have any anchor, and then the widgets inside the panel.. I tried to disable the anchor before, but I still cannot move the widgets in Z after that :/.

It's a 2d camera... orthographic 2d UI

2
NGUI 3 Support / Re: UIPanel - Drawcalls priority problem
« on: June 11, 2012, 08:33:17 PM »
It's weird.. but sometimes when I open unity, the drawcalls switch priority from one to another.. works with some kind of aleatory :(

3
NGUI 3 Support / Re: UIPanel - Drawcalls priority problem
« on: June 11, 2012, 06:58:12 PM »
I can`t move my widgets in Z direction, only over X or Y .. I supposed that it was because NGUI doesn't allow you to do that.. but you can?

I'm doing some checks.. and I can change the Z value on the panel, but isn't reflected in the scene view, they are stickied to the zero position on z

4
NGUI 3 Support / Re: UIPanel - Drawcalls priority problem
« on: June 11, 2012, 06:41:55 PM »
I've tried this, but it doesn't work.. it will work for each drawcall separately but the depth is ignored from atlas to atlas :(

5
NGUI 3 Support / UIPanel - Drawcalls priority problem
« on: June 11, 2012, 06:15:17 PM »
I've been working all day on an interface with a pane that share two atlas, this is because I want to load an specific atlas in one moment, but I also want to use some images that are already in another atlas. Everything went OK at work, the panel worked perfectly sharing atlases, but when I tried to continue my work at home, the panel started to paint things in different order. The atlas that was already loaded is the one who has the fonts, and it has to be painted in the front of the other, that has the background. So, I assume that UIPanel makes one drawcall with all the widgets of one atlas, and then do the other drawcall for the other atlas.. at work I didn't realize of this because it just work OK, but at home, y can't see any text because the panel paints first the fonts (with the first atlas), and then the background (with the other atlas).

Is there any way to invert this? or I should avoid this kind of things?

Thanks!

6
NGUI 3 Support / Re: trying to understand different resolutions
« on: May 28, 2012, 09:45:10 PM »
OK, thanks! I'll try it tomorrow! I'll let you know what happened :P. Again, thanks a lot :)  ;)

7
NGUI 3 Support / Re: trying to understand different resolutions
« on: May 28, 2012, 09:24:46 PM »
mmm.. you say like harcode 3 different screen heights, and depending the real height, use the nearest one? or I'm not understanding your point?

8
NGUI 3 Support / Re: trying to understand different resolutions
« on: May 28, 2012, 09:07:57 PM »
Yes, at the moment I'm using UIAnchor, but, for example, I have an UIPane in the top right of the screen  - using UIAnchor- that occupies the 25% of the screen height and 15% of the screen width in all my Android devices (from tablets to other smaller as iphone 3g - 320x480). Works great. But the with the same project running on my iphone, now this panes occupies approx the 50% in height and the 60% on width. I can't see why is this happening in iOS and not in android  :o.

I must to say that the proportion is not 100% accurate through the different Android devices. The Pane,on smaller android devices, occupies a little more space.. instead of the h:25% and w:15% of the screen.. maybe is more like 30~35% as much, and w:20~25%.. but is not as much as the 50~55% that occupies in the iphone.

9
NGUI 3 Support / trying to understand different resolutions
« on: May 28, 2012, 07:42:27 PM »
First of all, I've downloaded the ngui asset, and it's great! I didn't hesitate on buy it, great work Aren!

Second, sorry my english.. it sucks :(.

Well, here is my doubt. I've been working with ngui the last couple of weeks, with plenty of resolutions in android, and for my surprise, it works great.. I use UIRoot with automatic setted enabled, and the GUI is adapted great from bigger resolutions (i.e asus transformer tablet 1280x800) to pretty small phones (i.e Samsung i7500 320x480). I didn't expect that, but in all of them, just using UIAnchor to specify some positions, of some UIPanes, the proportions are maintained in all my devices (also in galaxy 2 and a defy ). I was quite happy, because I didn't have to do anything else.

But now when I deployed a version to my iphone (3g 320x480), the proportions are not respected, and everything grows in size. I tried 2 things, first i went with the uistrech, I added  a couple of them to keep the aspect ratio, and that solved the problem in part.. because it change the scale of the panes, and the tween positions now are not correct. Also I didn't like the idea of using this, because I read that it shouldn't be used like that.

Then I tried turning off automatic on UIRoot, and then setting the height manually to 320 (my game is in landscape). The result was the same.. everything looks to big, and that is because everything in fact, is on that size. Then I changed the height to 640, and now it looks great.

So, I don't understand, why in android the GUI is resized automatically maintaining the aspect ratio on phones as the samsung i7500 (320x480).. and then on the iphone, with the same resolution, the size relation is not maintained. I also can't understand why should i set manually the resolution to the double of the real size, to make it look ok.. and what will be consecuences on a retina iphone (640x960).

If somebody can give me a clue of what is happening, it will be appreciated a lot.

Again, sorry about my english, and my noobyness :P.

Regards, and thanks a lot!

Pages: [1]