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Messages - paw9000

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I have a scroll view (clipping enabled) with a grid of UITexture's and drag/drop support that works great in the editor, but when I compile it for the web player, I can't click on any of the items in my grid.

I've enabled the Debug flag for the UICamera, in the Editor when I mouse over one of the UITexture's I see the name of the texture, but in the web player I just get the container for the scroll view.  Seems like the position of my colliders must be different between the two platforms.

Things I've checked so far:
-The UIPanel depth of my scroll view is one greater then that of the containing UI
-I checked that the Widget depth of my UITextures is greater then that of the container for the scroll view. (Not that it should mater since the UIPanel should be on top)

Any ideas?  Advice for things I should check?

Thanks in advance!

2
Solved the problem!  My bad.  The issue was the child panel was set to a different layer then the rest of the GUI.

Once I changed it to the same layer that all the other NGUI elements were on then things lined up and worked as expected.  Slightly surprised that when I add a panel from the NGUI menu that the resulting panel didn't inherit the layer of its parent, but not a big deal.

Thanks for the very helpful console message which I missed yesterday saying:
"You can't place widgets on a layer different than the UIPanel that manages them."

My apologies and thanks for a wonderful product! =)

3
I have an issue where a sprite in my scene view is not the same size or position in my game view when its inside of a separate panel.  Any common gotchas that might explain that?  Sprite might be 1/8th the scale of what it looks like going from scene to game view.

My layout is something like this:
UIRoot (Has a Panel)
|
-> |-Bunch of other NGUI controls
   |-Empty game object (transform set to identity)
   | |
   | ->Panel (game object transform set to identity)
   |   |
   |   ->Sprite
   |-Bunch of other NGUI controls

If I drag the sprite up a level it shows up fine.  Clipping is set to None.  Panel object has a rigidbody.  Trying to make a separate dialog.

4
NGUI 3 Support / When is Atlas loaded?
« on: November 08, 2013, 06:07:49 AM »
TLDR: When is the Atlas loaded?  Can I reorder things or is there code I can invoke to cause it to load earlier than the rest of my code?

Long version:
I'm experiencing a problem in the Kindle port of my app where if I load a slighly more memory intensive model in my app the NGUI atlas texture appears all white.  My app lets people make their own models for things and ships with some built in models.  I have a scene with a UI frame work built around letting them edit this model.  When I load the scene with the smaller models everything is fine, but if I give it a bigger dataset the problem happens.  I can't repro it on a Nexus 7, or my iOS port.  Which makes me think I might just be hitting the memory limitations of the Kindle.

My theory is if I get the NGUI Atlas to load before my model then my model should abort loading instead and then at leas the UI would show up and Users could go back and load a different model.

5
NGUI 3 Support / Re: Popup menu highlight sprite off center
« on: June 16, 2013, 01:48:55 AM »
I was having the same problem.  popup menu highligh off center when I moused over.  For me the cause was that the third entry under the UIPopup List (Script) for my popup Menu for "Text Label" was set to none.  Once I dragged in the Label that is the child of the Popup menu in my Hierarchy the problem no longer happened.

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