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Messages - Darkness

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1
NGUI 3 Support / Re: Is NGUI still actively supported?
« on: January 08, 2018, 07:07:51 PM »
I'm wondering the same thing.  I posted a question here over a month ago and haven't received a reply.  I'm getting the feeling that AM isn't really supporting this anymore, but I hope he at least states that so we can move on to something else.

2
NGUI 3 Support / Re: MiniMap circle mask
« on: November 29, 2017, 06:28:05 PM »
I'm not doing anything differently.  It's like this:

[Parent] MiniMap Panel
[Child] ->UI Texture (used for minimap)

MiniMap Panel is set to Texture Mask.
The UI Texture is given a Render Texture and uses Unlit/Transparent Masked shader.

Nothing else to say about it since it's pretty simple.  Looks fine in the editor, but when I actually run the project, it goes back to being unclipped and I have to manually change the clipping.  Doing it via software doesn't do anything.  Maybe it has something to do with it being a Render Texture?  Either way, I'm not sure what's going on, but not even changing it via software will work.



3
NGUI 3 Support / Re: MiniMap circle mask
« on: October 19, 2017, 02:55:50 PM »
Thanks for the info, AM.  I do have a problem with it, though.  I setup the panel with the mask and it works...only if I manually changed the drop down to "None", then back to "Texture Mask".  Do you know why it wouldn't just start working upon startup?  I tried doing myMapPanel.Refresh() and myMapPanel.Update() and neither would force the panel to mask properly.  It only works if I manually do it while the editor is running.

4
NGUI 3 Support / MiniMap circle mask
« on: October 17, 2017, 04:54:28 PM »
So, I'm trying to get my minimap working and I'm trying to figure out how to use a circle mask.  What is the best way to do this without having to write a shader (which I don't think should be needed as it seems like a simple thing for a GUI to do naturally)?  I'm currently using UITexture so that the renderTexture can be used as the sprite, but I don't see anywhere for this to happen.  Is there a better way for this to work?  Any information that can be given would be greatly appreciated.

5
NGUI 3 Support / Re: Mouse stuck in the middle of the screen.
« on: March 10, 2016, 04:31:44 PM »
Thanks, man.  I knew there was some way to fix it, but couldn't find the right thread with the information I needed.  Got it fixed now.  Whew.

6
NGUI 3 Support / Mouse stuck in the middle of the screen.
« on: March 09, 2016, 03:41:50 PM »
I updated to the latest NGUI version the other day and now my mouse cursor is stuck in the middle of the screen again.  What do I need to change in order to stop this from happening?

7
NGUI 3 Support / Re: Problem with Depth
« on: February 16, 2016, 04:42:00 PM »
There there is something wrong, because I'm trying to put the text on top of a sprite and it's not showing up.  The depth is right for each object and it's not being drawn.  There's obviously something going on, because it should work, but it's not.

8
NGUI 3 Support / Re: Problem with Depth
« on: February 13, 2016, 06:01:06 PM »
What's UIPosition? What version of NGUI are you using?

Sorry.  Meant TweenPosition.  I should have caught that.  Just wanted to state that I only use the Tween scripts you provide to move things.  I'm also using the most recent version of NGUI.

9
NGUI 3 Support / Re: Problem with Depth
« on: February 10, 2016, 07:19:48 PM »
I don't move panels without using one of the NGUI scripts (UIPosition, etc.).  All UI elements are part of the main scene and aren't created on the fly.  Is there something else that would cause problems with how depth is calculated?

10
NGUI 3 Support / Re: Problem with Depth
« on: February 06, 2016, 02:10:50 PM »
That's the thing, the widgets are on the same panel.  I'm trying to make a ability bar like Diablo, but I want the key used to fire the ability to be in front of the graphic.  Everything is on the same panel, yet the text never shows up.

11
NGUI 3 Support / Problem with Depth
« on: February 02, 2016, 05:11:22 PM »
I have been trying to put various labels on top of sprites, but for some reason the labels won't render on top of the sprites.  I set the depth of the sprites to -5 and the labels to -3.  Yet, the labels won't render on top of the sprites.  Is there something that needs to be done in order to force widgets to render at the right depth?  This has been a problem for a while and I really want to get to the bottom on it.

12
NGUI 3 Support / Re: Problem with TweenPosition
« on: October 11, 2015, 12:05:00 AM »
Well, it's not at the beginning of the project.  When the player gets a new item, a box slides on the screen telling the player that they got an item.  The box slides on the screen fine.  However, when I want to slide it off, it doesn't slide...it just instantly moves to the spot.  I guess it still does what it needs to do, but it's rather jarring since it doesn't tween and just magically ends up in the spot.  I'd like to get it to tween, but I'm not sure why it won't do it.

Originally, I thought that I needed to wait some time after the tweenposition.playforward() call was made, but changing the delay time didn't change anything.  The windows still wouldn't tween...just instantly move to their positions.  Any idea why this would be happening?

13
NGUI 3 Support / Re: Problem with TweenPosition
« on: October 07, 2015, 10:05:42 PM »
I don't quite follow you here... tween position simply tweens some object's position from A to B over desired time. What scrolling are you talking about? What are you trying to scroll? Do you mean "interpolate" instead of "scroll"? Calling PlayForward() will start playing the tween from its starting position to the end. Try a simple scene with a tween on an object (make sure to disable it so it doesn't play automatically), then add a button that will call the tween's PlayForward() function in its OnClick.

Hmmm...  I think I didn't describe this right.  Put it simply...I want to tween the position from A to B over 1.25 seconds.  However, it doesn't tween...it just moves it to the spot when I play the animation.  There's no tweening going on.  It works in other instances, however, in this one it only works if I ping-pong or loop the animation.  Which isn't good.  Just not sure why it doesn't move from A to B over time.  It only moves from A to B immediately.

Hopefully that makes more sense.  I've got moving windows and elements all over my UI, so I know how it works.  It just doesn't work in this instance.  Wondering what would cause that behavior.  Is there a limit to how many objects can be moving at a time?

14
NGUI 3 Support / Problem with TweenPosition
« on: October 04, 2015, 07:23:39 PM »
So I have a little issue with TweenPosition.  For some reason when I call TweenPosition.PlayForward(), it moves the window, but it doesn't scroll.  It simply snaps to the new position without actually scrolling there.  If I turn on ping ponging or looping, it works, but a simple plug in the values and play won't actually scroll.  I have no idea why it won't actually scroll, but perhaps someone can provide an answer.

I'm happy it moves, but I would like the scrolling since it'll look better than the window just jumping to the next spot.

15
NGUI 3 Support / Re: UIScrollView and UIScrollBar questions
« on: August 18, 2015, 11:50:32 AM »
Cool.  Thanks for the information.  I'll see what I can do with the information.

Just to be clear, I use InControl as well.  However, I'm working on the Wii U and that's not supported by InControl.  So everything has to be done in a way that works for that system which means most GUI things have to be done manually.  98% of everything I have so far works great.  Just a couple little details that need to be ironed out.  Hopefully I can do that this weekend.  :D

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