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Messages - Disastercake

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1
I sent to to support@tasharen.com.  Is that still a valid address?

2
Thanks for the offer, Aren.  I'd love to take a look at the more optimized package.  I've sent you an e-mail about 5 days ago.  Please let me know if you got it.

3
I've discovered that the Tasharen Water system is sucking up a lot of resources on integrated graphics cards on Medium.  Specifically it's dropping from 140FPS to 15FPS.  Unfortunately, medium is as low as Tasharen Water can really go before it starts to look very bad.

Is there anything I could change in the shader to make it more optimized for mobile?  Maybe by removing the reflections?  Most importantly I'd really like to keep the shore foam, since that's what really makes the water look nice.

4
Thanks for the response, Arenmook.  Today's Unity update from 5.2 to 5.2.1 fixed the problem, so it appears it was something on Unity's end.  I'll let you know if it happens again!

5
After updating to Unity 5.2 I'm getting a seam on the water closest to the camera.  Here is a screenshot for reference:


Any idea on how this could be fixed?  This didn't occur before 5.2.

6
I'm trying to use Linear Space in Unity 5, but Tasharen water looks very bad on it because it captures way too much of the light in the wrong ways and has a very strong reflection of the skybox compared to Unity 4.  Is there a way to get Tasharen water to look good in Linear Space mode or is it only usable in Gamma mode?

7
Hey Aren!  So this is something that's been bothering me about NGUI for years now.  If you are hovering over an object and then left click, and then drag the mouse off of the collider before releasing the mouse, it will never register with that object that it is no longer being hovered over.  I believe that after the event of the mouse releasing, NGUI should natively be checking to see what it is now hovering over.  This seems more intuitive than the current way it is handled.

Several use case examples are provided below.  The steps in bold are what I would not expect NGUI to do.

Case 1
Works as expected:
  • User hovers over collider.
  • OnHover(true) is ran.
  • User moves mouse outside of collider.
  • OnHover(false) is ran.

Case 2
Does NOT work as expected:
  • User hovers over collider.
  • OnHover(true) is ran
  • User clicks and releases immediately over collider
  • OnHover(true) is ran again.
  • OnHover(false) is never ran.

Expected:
  • User hovers over collider.
  • OnHover(true) is ran
  • User clicks and releases immediately over collider
  • OnHover(true) is not ran again.
  • OnHover(false) is not ran.

Case 3
Does NOT work as expected:
  • User hovers over collider.
  • OnHover(true) is ran
  • User clicks, but does not release yet.
  • User drags the mouse off the collider
  • User releases the mouse outside of the collider
  • OnHover(false) is never ran.


Expected Results:
  • User hovers over collider.
  • OnHover(true) is ran
  • User clicks, but does not release yet.
  • User drags the mouse off the collider
  • OnHover(false) is ran.
  • User releases the mouse outside of the collider



I am able to fix this issue by using the following code in the object that is having the problem:
  1. private void OnDrag()
  2.         {
  3.                 if ( UICamera.hoveredObject != MyGameObject)
  4.                         OnHover (false);
  5.         }

But this seems rather unintuitive to need to deal with OnDrag when I don't want it to have dragging functionality.

What are your thoughts on this?

8
NGUI 3 Support / Re: NGUI 3.7.9 scroll view issue
« on: January 25, 2015, 09:38:47 PM »
Ok so I ended up fixing the problem simply by re-importing NGUI again.  For some reason it didn't import correctly the first time, I have no idea why.  So apparently there were some shaders missing because it imported incorrectly.  I'm guessing this is some sort of quirky rare Unity issue.

This time I took a different route and just re-imported the package on top of itself (same version).  I did this because I noticed that the second time there were many "new" icons in the list, especially in the shaders list.

As a side note, when I looked to see the import settings again, only 4 shaders showed up that they would import.  Very strange...

Anyways, it appears fixed now.

9
NGUI 3 Support / Re: NGUI 3.7.9 scroll view issue
« on: January 22, 2015, 05:52:14 PM »
Thanks for responding, Aren.  I've checked both and they're all there.  I had simply deleted the old NGUI parent folder file while in a blank scene, and then imported in the new NGUI update before things broke.  Everything was fine before the update.

I don't have an older version of NGUI to test like MilkCorp did, but if simply reverting back fixed the problem for him then I wonder if there is something else wrong out of the ordinary.  Should I send you an e-mail to get an older version to test if that solution fixes my problem as well?  It's obviously not a permanent solution, but hopefully it would help pinpoint the issue.

10
NGUI 3 Support / Re: NGUI 3.7.9 scroll view issue
« on: January 22, 2015, 07:26:48 AM »
Latest update has also broken all of my scroll view panels.  They were working right before the update, and nothing has changed in their settings that I would have done.

After some testing, I've found that all of the test scenes in my current project file all have broken scrollviews, but if I create a brand new (empty) project they are not broken.

Perhaps there is some setting in existing widgets that should have changed but didn't carry over in the update?  Things in the inspector can end up doing this I've found out.  It'd be great if we can figure this out since it's kind of breaking my game.

11
I'm having a problem where some objects (I'm not sure how it's decided) stop reflecting at certain distances and angles.  It's odd because sometimes objects next to them do not have this problem.  Is there a way to fix this?

12
NGUI 3 Support / Re: Is there a grayscale shader for use with NGUI?
« on: January 13, 2015, 10:22:12 PM »
Thanks for the response Aren.  Is there a way to have 2 atlases that use different materials (one normal one grayscale) and the texture used for both materials is the same?

13
NGUI 3 Support / Is there a grayscale shader for use with NGUI?
« on: January 09, 2015, 08:34:15 PM »
I'd like to show my icons as grayscale when they are disabled or cannot be used for some reason (like no energy).  Is there a grayscale shader in the NGUI framework?  I looked around but couldn't find one.  If there isn't, what could be changed the existing shader to make it show grayscale instead of color and still work with the scrollviews and other widgets from GUI?

14
NGUI 3 Support / Re: UIProgressBar no longer has a cachedGameObject
« on: January 09, 2015, 08:30:47 PM »
I read that .gameObject has a lot of overhead to it, which is why people cache the game object (like NGUI does).  Is that no longer the case?

15
Thank you very much for the response. =D

So do you think Shuriken is a bad idea for trying to draw on top of NGUI widgets then?

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