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Messages - pushxtonotdie

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1
NGUI 3 Support / Using UIWidget as container object?
« on: September 23, 2015, 10:28:56 AM »
Hi,

I'm currently coming on board to an NGUI 3 project that was built in a way that I'm unfamiliar with. Its been a while since I've used NGUI as well. I was curious if its considered normal practice to 'nest' components now. In NGUI 2 putting widgets in widgets was a bad thing to do.

Additionally the developers are using the UIWidget class (aka not a subclass of UIWidget) on its own in the hierarchy to contain other objects. Is this a normal thing to do? Back when I used NGUI you would use Panels to contain other objects. Is UIWidget the new Panel?

2
NGUI 3 Support / Re: Tab to cycle through controls?
« on: June 14, 2013, 04:28:01 PM »
The magic of posting on forums. Thanks so much Quarkism for that code! Its always nice to have code to work off of. At a glance, your isolation of the code to just the 'slice' of functionality is just my style.

Thanks again!

3
NGUI 3 Support / Re: Tab to cycle through controls?
« on: June 14, 2013, 11:47:11 AM »
So apparently there is a selectOnTab property that works well for my needs, but unfortunately it seems that when building for iOS this is not part of UIInput's update() so it wasn't getting used. Copying this from the other update loop has gotten this working for me in the editor:

  1. if(selected)
  2. {
  3.   if (selectOnTab != null && Input.GetKeyDown(KeyCode.Tab))
  4.   {
  5.     UICamera.selectedObject = selectOnTab;
  6.   }
  7. }
  8.  

Sadly due to the way iOS keyboards work in Unity, this doesn't tab with bluetooth keyboards on iOS.

4
Ah ha! I was not aware of 'active color' on UIInput. This was my issue. Nothing to see here....dum de dum...

5
NGUI 3 Support / Tab to cycle through controls?
« on: June 13, 2013, 12:14:51 PM »
I'm looking into handling focus management in NGUI, ie: when pressing 'tab' in a text field, I would like it to cycle to the next control. Has anyone accomplished this? Is there something similar to this built into NGUI i can turn on?

Cheers!

6
NGUI 3 Support / InputField does not keep tint with dynamic fonts.
« on: June 13, 2013, 12:05:49 PM »
I'm seeing an issue where I have a tint on a dynamic font. The text is initially tinted, but when I start typing it turns white. It seems pretty reproducible.

NGUI 4.6.2 ( i think. how can i tell? )
Unity 4.1.3f3
Mac OS 10.8.3

Thanks for any help...
c

7
NGUI 3 Support / Re: Disappearing GUI
« on: March 31, 2013, 09:49:31 PM »
Good tip! And thanks for taking the time to reply post-gdc hangover. :)

8
NGUI 3 Support / Re: Disappearing GUI
« on: March 31, 2013, 05:41:49 PM »
Ah ok. Thanks, yes, I'm on 3.5.7 right now, and can't upgrade until our team is migrated to 4. So this isn't fixable in pre-4.1 versions?

9
NGUI 3 Support / Disappearing GUI
« on: March 31, 2013, 01:29:14 PM »
Hi, sometimes the gui disappears for no apparent reason in the editor. I will be working, and it will just go away. Suddenly it will come back when I do...something. I know this is light on details, but is this a known issue or am I doing something wrong?

Thanks!

10
NGUI 3 Support / Re: Missing shaders, atlases, etc.
« on: May 30, 2012, 01:12:40 PM »
Man, thanks for your help! Yeah, we just figured this out, too. How annoying!

11
NGUI 3 Support / Missing shaders, atlases, etc.
« on: May 30, 2012, 12:57:29 PM »
We are attempting to collaborate with NGUI but are running into some strange problems. I have committed to svn the NGUI project for others to work with. When the person pulled down the latest the UIAtlas behavior was missing from the prefab, the shader was gone, etc. Not sure if this is a Unity problem, but it only seems to effect NGUI prefabs. We have seen similar issues with corruption of NGUI assets.

Any ideas as to how this might be occurring?

12
NGUI 3 Support / Re: Using UI without camera
« on: May 25, 2012, 04:13:57 PM »
After looking around it seems that the interaction of the basic UIButton* scripts all require a UICamera. I have made a quick adapter to more easily use these components without a UI Component:

  1.         public void OnMouseEnter(){
  2.                 SendMessage("OnHover", true, SendMessageOptions.DontRequireReceiver);
  3.         }
  4.  
  5.         public void OnMouseExit(){
  6.                 SendMessage("OnHover", false, SendMessageOptions.DontRequireReceiver);
  7.         }
  8.  
  9.         public void OnMouseDown()
  10.         {
  11.                 SendMessage("OnPress", true, SendMessageOptions.DontRequireReceiver);
  12.         }
  13.  
  14.         public void OnMouseUp()
  15.         {
  16.                 SendMessage("OnPress", false, SendMessageOptions.DontRequireReceiver);
  17.         }
  18.  

This seems to work if I put it on a button (or I guess similar control).

13
NGUI 3 Support / Using UI without camera
« on: May 25, 2012, 02:39:08 PM »
I'd like to use the NGUI framework as items within the scene. In my case there is a tooltip in 3d space that would be clickable. I have created a new UI without a camera by selecting 'none' in the UI panel. I can create and display my UI without issue, but items are not clickable. Is it possible to use NGUI without requiring a camera object at the top of the hierarchy?

14
NGUI 3 Support / Hiding/Showing UI Components
« on: May 16, 2012, 08:55:27 PM »
Hello,

First off, thanks for making my life easier. Its been about 3-4 hours of using NGUI and I really don't know why Unity's normal GUI doesn't work like this. I'm a Unity n00b but I'm used to using bitmap fonts, sliced graphics etc. so I just fit right in to using NGUI. I also appreciate the wealth of documentation. Very professional overall.

So my question relates to hiding/showing or creating/removing guis. I have a couple guis that are 'in-game' (imagine sound menu/ingame help/etc.) and when clicking the button this will essentially

* pause game state
* hide the in-game gui
* display the appropriate gui

And when that gui is done, I would
* hide(delete?) the current gui
* show the in-game gui
* resume game

Like I said I'm new to Unity. I'm thinking that I could create all my menus, hide them all except the in-game menu, then toggle the visibility/enabled-ness of them as needed. I just worry that doing this would have a negative impact on perf/memory (i'm targeting iOS).

Does this sound like a reasonable plan? Or is there a more preferred method?

Thanks!


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