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Messages - Lotti

Pages: [1] 2 3 4
1
Hi! I updated to the latest ngui and now my game (already working with previous version of ngui) hangs on a stack overflow error (see attached log).

I'm still using the old way to load localization file (one file per language, with "key = value" syntax) and actually (since Localization went static) i have a static class (called Translate) that on initialization does this:

  1. public static init() {
  2.         Utils.setCultureInfo(CultureInfo.CurrentCulture);
  3.        
  4.         Localization.loadFunction = ( string path ) => {
  5.             byte[] bytes = null;
  6.             TextAsset asset = Resources.Load<TextAsset>("Languages/" + path);
  7.             if ( asset != null ) bytes = asset.bytes;
  8.             return bytes;
  9.         };
  10.         Localization.language = Application.systemLanguage;
  11. }
  12.  

I really don't know why it cause a stack overflow error :\

2
NGUI 3 Support / edit an NGUI generated bitmap font
« on: January 22, 2015, 06:19:46 AM »
Hello!
Yesterday I generated a bitmap font from a dynamic one with NGUI Font maker. Super sweet. I can also pick just the letters needed!

What if i need to add a custom image to the generated bitamp and consequently map it to a specific character? is it possible? The "import data" field on my uifont prefab is empty...

3
NGUI 3 Support / Re: UISlider max step is 20!
« on: January 08, 2015, 04:13:44 AM »
well i was just needing 26 steps, but finally i transformed 0 - 1 value to 0 - 25 array index.
Thank you :)

4
NGUI 3 Support / UISlider max step is 20!
« on: January 07, 2015, 12:38:20 PM »
Why there is a limit on steps variable? and why is capped to 20?

5
NGUI 3 Support / Re: f$#@ unity2D, let's build an entire game with ngui!
« on: November 20, 2014, 05:18:25 AM »
very cool works guys! thank you for your assistance!

Actually i managed to get best of both world, doing a uiroot script that works for unity 2d. So i don't have scaling problems anymore.

Thank you again!

6
NGUI 3 Support / Re: f$#@ unity2D, let's build an entire game with ngui!
« on: November 18, 2014, 08:52:30 AM »
very cool! I can't download it because i have only an italian smartphone, but it seems good! So i'm not alone in this 2D quest :)

7
NGUI 3 Support / f$#@ unity2D, let's build an entire game with ngui!
« on: November 18, 2014, 05:44:52 AM »
hi everybody!

Did you ever try to build a 2D game entirely with NGUI? Actually i did it on a jam this weekend... more than 32 sprites constantly moving (changing size and position) on screen. and it runs fine!
The only problem i've got it was with sprite animation.. to make a character change animation between run and idle i had to use two different gameobject and switch between them to activate one or other animation (i used UI2DSprite and UI2DSprite animation because i didn't want to fill an atlas with both game and gui sprites).

What do you think about? Is it possible? There could be some problems with bigger and complex games?

8
NGUI 3 Support / Re: [Mobile] UIButtonScale: sprites already scaled up!
« on: October 08, 2014, 04:15:26 AM »
you were right. It prints only the OnPress events for the touched button, not for the other that appears on the next window.

Switching off the mouse events on the camera is the only solution. Now the defect doesn't occur.

Thank you for your time.

9
NGUI 3 Support / Re: [Mobile] UIButtonScale: sprites already scaled up!
« on: October 06, 2014, 05:49:08 AM »
https://www.dropbox.com/s/b47yufk57jut8sg/overvolt.mp4?dl=0

see how buttons bump by itself when the "change window" animation is finished :)

10
NGUI 3 Support / Re: [Mobile] UIButtonScale: sprites already scaled up!
« on: October 02, 2014, 11:50:56 PM »
Yes. Let's suppose i am on window (group of buttons) A and i touch the center (x) center (y) button labeled "play". Onclick on that button is triggered so window A will slide offscreen going to the left, and window B will slide in coming from right (with tween positions). Buttons on windows B are 3 placed on a row vertically centered respect the screen. While the tween is going, the left and the center button will tween scale up by themself when they moves under the touched area. The left button finish is animation outside the previuosly touched area and so will tween scale down to original scale, the center one will not because is under the influence of the "previous touched area". Right button will always stay at original scale because it never reach this previous touched area.

I can provide apk (in hours) and a video (in a day, i will be on a makers faire all the weekend). Thank you!

11
NGUI 3 Support / [Mobile] UIButtonScale: sprites already scaled up!
« on: October 02, 2014, 05:07:14 AM »
I have verified this bug on android and windows phone but I suppose it is fault of touch detection system.

Well, suppose to use an interface menu composed by windows that slides on screen after player selections (touch). the next window that will slide in, taking place of the old one, will activate UIButtonScale component on each of the sprite, while not being touched, like if it exist a "last touched screen area" memory on NGUI input system that hovers the sprites.

Any idea about how to fix this? On previous version of NGUI i reached this goal commenting OnEnable method on UIButtonScale, but actually [v3.7.3] my fix is not working.

12
thanks

13
I notice error spawning on this latest release about using onPress and onRelease triggers (UIEvent Trigger).

Errors are:
- Failed to call function OnDragStart of class UIEventTrigger
Calling function OnDragStart with no parameters but the function requires 1.
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object) (at Assets/NGUI/Scripts/UI/UICamera.cs:1065)
UICamera:ProcessTouch(Boolean, Boolean) (at Assets/NGUI/Scripts/UI/UICamera.cs:1720)
UICamera:ProcessMouse() (at Assets/NGUI/Scripts/UI/UICamera.cs:1402)
UICamera:ProcessTouches() (at Assets/NGUI/Scripts/UI/UICamera.cs:1474)
UICamera:Update() (at Assets/NGUI/Scripts/UI/UICamera.cs:1221)

- Failed to call function OnDragEnd of class UIEventTrigger
Calling function OnDragEnd with no parameters but the function requires 1.
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object) (at Assets/NGUI/Scripts/UI/UICamera.cs:1065)
UICamera:ProcessTouch(Boolean, Boolean) (at Assets/NGUI/Scripts/UI/UICamera.cs:1768)
UICamera:ProcessMouse() (at Assets/NGUI/Scripts/UI/UICamera.cs:1402)
UICamera:ProcessTouches() (at Assets/NGUI/Scripts/UI/UICamera.cs:1474)
UICamera:Update() (at Assets/NGUI/Scripts/UI/UICamera.cs:1221)



Changes i made:

line 1720 on UICamera.cs
from Notify(currentTouch.dragged, "OnDragStart", null); to Notify(currentTouch.dragged, "OnDragStart", currentTouch.dragged);

line 1768 on UICamera.cs
from Notify(currentTouch.dragged, "OnDragEnd", null); to Notify(currentTouch.dragged, "OnDragEnd", currentTouch.dragged);

but i don't know if they are correct. they just prevent spawning errors.

14
NGUI 3 Support / Re: Limited support August 28th - September 6th
« on: August 29, 2014, 11:01:30 AM »
If you will be around Termini Station (in Rome) come to say Hello :P We have windows phone 8 devices for testing!

Happy holiday!

15
NGUI 3 Support / Re: Gameobject outside clipping scroll view
« on: July 28, 2014, 04:52:03 AM »
ok, it needs some little time (WaitForEndOfFrame is not working, actually i'm using WaitForSecond(0.15f), to notice changes in visibility.

Thank you!

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