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Messages - Rick74

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1
NGUI 3 Support / Re: Weird yellow error
« on: September 21, 2014, 11:24:26 AM »
Thanks for the heads up Aren, I'll look elsewhere.

2
NGUI 3 Support / Weird yellow error
« on: September 13, 2014, 12:46:13 PM »
So I did some asking around and the opinion is that this error might be NGUI related.

"Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices.
UnityEditor.HostView:OnGUI()"

I get this when building for an Iphone.  Does anyone else have any experience with this error?

3
NGUI 3 Support / Re: NGUI Virtual Joystick
« on: June 24, 2014, 06:39:13 AM »
Thanks, I couldn't for the life of me find it yesterday.  So I went with VirtualControlSuite. 

I'm curious why this doesn't come with NGUI?  At least I don't see it anywhere.  I don't see much in the way of tutorials or documentation either.  It's just sorta...on the internet.

4
NGUI 3 Support / Re: NGUI Virtual Joystick
« on: June 23, 2014, 11:08:48 AM »
Actually I'm trying to hunt this down as well.  Can't seem to find it anywhere...

5
NGUI 3 Support / Re: Position UILabel where 3D character is stood
« on: April 25, 2014, 09:02:37 PM »
Thanks!  I tried that, and it worked perfectly!

6
NGUI 3 Support / Re: Position UILabel where 3D character is stood
« on: April 25, 2014, 09:51:24 AM »
not sure if it matters but both camera are orthographic, and if I could just match the position 2d I could create the Z offset myself.


7
NGUI 3 Support / Re: Position UILabel where 3D character is stood
« on: April 24, 2014, 08:21:01 AM »
Sorry to necro an old thread, but I'm actually trying to use this method to go the other way, and failing miserably.

I'm trying to match a world object to be at the same position on screen as the UI object, but I'm getting nowhere with this.

This is what I have so far, but it's not working at all.

  1. myTarPos = myTarget.transform.position;
  2.         tarPosition = cam.ViewportToWorldPoint(myTarPos);
  3.         transform.position = tarPosition;

"cam" is the NGUI Camera
"myTarPos" it the UI element I'm trying to match in world space.

I hope it doesn't matter, but my NGUI cam size is "1", while my Camera.main is "4.4".

8
NGUI 3 Support / Re: blink // flash button
« on: January 29, 2014, 08:15:18 PM »
We call upside down "W"'s, "M"'s...lol!

9
NGUI 3 Support / Re: Button select screen
« on: January 05, 2014, 06:57:52 PM »
Thanks for the heads up!  I'll give it a shot!

10
NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: January 05, 2014, 12:24:17 PM »
Oh and I'm probably a representation of allot of your customers who are artists first and trying to learn how to code.  As development teams are much MUCH smaller now for mobile games and portable devices. 

I found ALL your tutorials and videos VERY helpful.  I just wish there were more.  So my only suggestion is to keep making them!  Find some fun UI example from another game, and replicate it in a video tutorial.

As a beginner, I can't tell you how valuable these have been for me...rather then trying to look at scene examples and dig into each script to figure out what you've done.  Watching you build from scratch, using NGUI assets is such an easier way to learn and evolve as a beginner coder.

I guess I'm just more of a visual guy.   ;)

11
NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: January 05, 2014, 12:19:31 PM »
I'm currently using NGUI in conjunction with Smoothmoves.  Both create their own atlases but it would cut down on some texture memory if I could get NGUI to read other addon's atlases.

This is probably unrealistic, however.

Another issue I noticed, and I'm not sure if this is just a limitation of Unity or perhaps I just havn't found an answer to it, can game objects ever appear infront of a NGUI asset on screen?

12
NGUI 3 Support / Re: Button select screen
« on: January 05, 2014, 12:16:19 PM »
Hey thanks for the response!  The end result would just have a new button show up in the upper panel. 

I've thought about this allot of the past day or so, and I've come up with two options.

- Instantiate a new button, and figure out how to parent the button clone back into the panel Hierachy ( i don't know how to do that yet, but I'm sure it can be done)

- have all my buttons hanging out offscreen and simply use a "transform position "tween" NGUI script to pop it into place.

- Instantiating a new button prefab, and I notice the scale is HUGE.  (which makes me think I'm probably doing this wrong or missing a key step here.
- having all the buttons hang out off screen means I load them all every level.  I'm probably going to favor this idea, as there are no hierarchy changes, just a move.  If I keep my duration low enough... ("say .01" )  Hopefully the player will not see the translation.  Or I can forget using the NGUI tweener and just create my own.

I was just hoping there was already a preset script that does this or an example out there which makes this a tad easier.

13
NGUI 3 Support / Button select screen
« on: January 04, 2014, 06:53:19 PM »
Hey guys.

I'm trying to do a button select screen much like plants versus zombies.



I first tried instantiating a prefab NGUI button into the screen through a button message script, but it comes in extremely large and not within the NGUI hierarchy.  Is their an example that I can look at that does this?  Or a method of using NGUI interaction script templates? 

I was leaning towards drag and drop example, however I just need something more simple.  You press one button, and it shows up in your button select area.  No dragging, no dropping. 
Thanks

14
I'm sorry guys, I guess typing this out helped me get to the answer.  Which is the variable is a game object and by assigning it to the UILabel, it just knows what it is.

My bad.

 ;)

15
NGUI 3 Support / Trying to assign label to a variable with java script.
« on: October 15, 2013, 10:24:40 AM »
Hey guys, I'm having trouble trying to assign a label to a variable with Java.  Would any of you have any experience at this?

  1. var getFont:                            UILabel;
  2.  
  3. function Start ()
  4. {
  5.       getFont                   = GameObject.Find("btn_Cow/cost");
  6. }

Of course, cost resides inside "btn_Cow" and is a simple widget/label.  So far I've tried; Material.Find, GameObject.Find, and UILabel.Find.  All give me the error;

Assets/Scripts/CowButtonCoolDown.js(28,50): BCE0022: Cannot convert 'UnityEngine.GameObject' to 'UILabel'.

I can manually assign the UILabel just fine(drag and drop through the inspector), but I would prefer the code auto assign it, so I don't have too.

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