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Messages - Donkey111

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We have a 'word bubble' prefab in which a UI label was set to sort on top of a sprite.

Its setup like this

prefab transform
 ->UISprite (Word Bubble Background)
    -> UILabel (Words A)
        ->UIlable (Words B)

Words A now sorts behind the sprite on mobile after updating to Unity 4 (and updated NGUI). Its inconsistent in the editor. I'm sure the label is set to draw in front of the sprite. I even tried giving the label its own panel.

So the "fix" we found is that it works fine if we change the font. But we really liked the look of the old font, which was working fun before we update.

Any suggestions on how we could fix this draw issue?

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NGUI 3 Support / Tiling a Texture
« on: April 26, 2015, 10:27:11 PM »
Is it possible to tile a texture WITHOUT using an atlas? I need to have a tiled background, but I really don't want or need to use an atlas for this individual texture. UI Sprite makes me use an Atlas

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NGUI 3 Support / Over-ride Atlas size for device
« on: June 23, 2014, 01:18:07 PM »
How does this work exactly. If I override a 4096 atlas to be 2048 for iphone, does that mean the textures will automatically be resized?

And this isn't related to NGUI persay, but does anyone have advice for how man atlases is *too* many for one scene? My game is completely 2d and at the moment I have six atlases in one scene.

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NGUI 3 Support / Atlas issues with newest update
« on: April 03, 2014, 10:48:24 PM »
Hi!

I'm trying to make an atlas and it continously gets corrupted (with portions of the textures in different sprites) or just show up as green boxes, depending on my import settings for the textures.

Am I missing a new procedure needed for creating atlases? We recently did an update

5
NGUI 3 Support / Re: Bug using sprite.name to switch sprites
« on: April 01, 2014, 11:07:25 PM »
You are right AGB! Thanks!!!

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NGUI 3 Support / Bug using sprite.name to switch sprites
« on: March 31, 2014, 11:43:38 PM »
Hi I have three generic sprites I use to display enemies before entering a level. I switch out the enemies using a script similar to this:

MySprite.spriteName = "TextureNameOfEnemy"

My problem is that the enemy is also a button (to get info on his stats). When you scroll over the enemy, the UIScale script makes him bigger. During this process he switches from his new sprite name back to the placeholder sprite!

I have a similar issue with a level background that switches from the "complete" back to the "unlocked." Same issue -- I set the sprite using .spritename but when I scroll over it with the mouse at runtime it scales and switches back to the "original" unlocked sprite.

Any suggestions?

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NGUI 3 Support / Re: BringForward / Pushback
« on: October 31, 2013, 04:29:39 PM »
Nevermind. I just commented out NormalizeDepths(); and UpdateWidgetColliderDepth();

It was setting my background from -1000 to 0 for Bring forward, then up to 6 for push back. My gameobject went from 17 normally to 1 when it was pushed back. Whatever the reason, this seems to fix it.

8
NGUI 3 Support / BringForward / Pushback
« on: October 31, 2013, 04:19:15 PM »
I'm creating a tutorial. I use NGUITools.BringForward to highlight a game element. I then want that game element to return to its normal position / draw order. I use NGUITools.PushBack, but that hides the gameobject behind the background.

Is their a way to reverse the bring forward call so that when gameplay starts, the tutorial gameobject is "normal" again?

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NGUI 3 Support / Re: Sprite sorting question
« on: September 23, 2013, 01:57:01 PM »
My game is pretty far along. I'm concerned upgrading will require a lot of re-work.

But if that is the only solution, I will upgrade.

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NGUI 3 Support / Sprite sorting question
« on: September 22, 2013, 12:08:52 PM »
Sprite A and Sprite B both use the same atlas and are int the same anchor. Sprite A has a depth of -8. Sprite B has a depth of 2. Yet Sprite A sorts in front of Sprite B!

Sprite B is a dynamically created pre-fab. Could that be a reason it is not sorting in front of the background sprite? Any suggestions?

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NGUI 3 Support / Re: Atlas gets corrupted when I add a new texture
« on: August 30, 2013, 04:02:16 PM »
I'm using version 2.5.1. I guess I need to update!

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NGUI 3 Support / Atlas gets corrupted when I add a new texture
« on: August 30, 2013, 03:46:58 PM »
My atlas gets corrupted when I add a new texture. I tried deleting other textures to make space, reducing the size of current textures (just corrupts the atlas). Nothing works. I formally found a work around when this occurs by just updating every texture in the atlas one at a time, but now that's not working either. What am I doing wrong?

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NGUI 3 Support / Re: UICenterOnChild - Recenter on (optional) child
« on: August 29, 2013, 01:35:18 PM »
Aren,

you were so kind to agree to include a change request by me a couple days ago - http://www.tasharen.com/forum/index.php?topic=5473.msg26012#msg26012

Could I make another request/suggestion?

In our project I need to move a draggable panel to a given GO in a dynamic created list of entries by giving the CenterOnChild script a specific GameObject. Using your UICenterOnChild script I achieved this by adjusting the script to accept an optional parameter. If it's not too much to ask, could that be included in a future release ?

thanks,

So what exactly would the method for executing this script be AngryGerman?

1. Attach the script to the container of your options (draggable contents). I will call my container "TestContainer"
2. CAll TestContainer.Recenter(ObjectToCenterOn);

Is that it? I'm trying to do something similar and would love your help.

14
NGUI 3 Support / Re: Draggable Panel Contents and UIAnchor issue
« on: August 23, 2013, 02:46:50 PM »
Yes, you were right. I tried dropping it on an empty gameobject and had similar results. Somehow when I created the anchor the scale was not set to 1, 1, 1 (it was at 360,360). So when I dropped my stuff in, all the scales adjusted and it screwed everything up.

Thanks and sorry for the dumb question.

15
NGUI 3 Support / Re: Draggable Panel Contents and UIAnchor issue
« on: August 23, 2013, 11:12:20 AM »
I've tried playing with all the anchor variables and using different draggable panels. For now, I've come to the conclusion that anchors and draggable panels don't mix. Unless anyone has suggestions???

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