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 - TOODX

Pages: [1]
1
NGUI 3 Support / Re: Buttons without hover?
« on: June 19, 2013, 07:35:45 PM »
Oh, that's very convenient. I though having the UIButton was what allowed the OnClick. Thanks :D

2
NGUI 3 Support / Buttons without hover?
« on: June 19, 2013, 12:20:22 PM »
The default button widgets have a hover state applied to their background. If I remove the background from the tween target, nGUI gives me a warning.

 Does this matter? Is there another component I can use to get button click events without the hover requirement? I've commented out the warning so my console doesn't get full of messages, but I want to make sure this is the best practice.

3
I'm just doing it manually, using Instantiate, casting it as a GameObject, and setting it's transform's parent to the transform within the 3D model. I did try NGUITools.AddChild, but the results were the same. I've also tried using ResetPosition() both before and after parenting the objects, but this also had no effect.

4
I'm having an issue where I have a prefab with a UIDraggablePanel with preset bounds. On this prefab I have a 3D model which has a number of transforms which I need to dynamically add new prefabs to.

When I add these prefabs, make them children of the transforms and then set their local position to 0,0,0 the bounds for the draggable panel act differently, specifically extending off into the left direction. It is the local position change that does this, as when I remove that line, the bounds do not change. I will get different results based on the number of prefabs I add to the transforms.

 Is there something I'm doing wrong here? How can I ensure the bounds (despite not changing in value) operate the same when I add these child prefabs?

Pages: [1]