Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - NGUIJeffS

Pages: [1] 2
1
I see that there are many builds created each month. That would tend to make any release "old" within a short period of time. Is there an intelligent reason for this? As  a suggestion, perhaps limiting the release to one per month (at  a minimum) would improve and perhaps simplify your support. That way you can still support a release that was created only several months ago.

If I sound upset and a bit sarcastic it's because I just  updated my project to release NGUI 3.5.0, or what ever is on the asset store as of today, and not only do I still have the same warning when I build but my UI is in total disarray. Meaning, I need to recreate the last several months of work.

So, I guess my question remains... Is this warning something that can be fixed and if so, what is the fix? Thank you.


2
NGUI 3 Support / Re: Build warning: Shader is using clip instruction....
« on: February 27, 2014, 11:05:50 AM »
Hi Nicki, Thanks for responding. By saying... "As far as I know, this was killed off quite a while ago...." do you mean that there are no longer mobile devices that fit this category? or That I should just ignore the warning as a non-issue?

I just doing want to publish a game that crashes on some Android devices. Thanks for your help.

3
NGUI 3 Support / Build warning: Shader is using clip instruction....
« on: February 26, 2014, 05:39:53 PM »
Hi, I'm building for the Android and got this warning message...

Shader is using clip instruction (usually caused by alpha test). It might cause problems on some Qualcomm/Adreno drivers.
UnityEditor.HostView:OnGUI()

I'm using Unity Unity4.3.0f4 and NGUI v3.0.2. Is there something I need to disable or enable to resolve the issue?
Is there other info that you may need me to provide?
Thanks.

4
NGUI 3 Support / Re: NGUI Quality Issue Using Android Remote
« on: February 26, 2014, 09:09:53 AM »
Sorry for the late response. Haven't logged in awhile. So, thanks for this. I've noticed that if I increase the size of the game window then the image quality on the Andriod improves. Not sure why, but it solved the problem.

5
NGUI 3 Support / Re: NGUI UIs w/ multiple device resolutions
« on: February 06, 2014, 04:59:55 PM »
I'm having similar issue with my android. The phone is 320x480. I created my game as 320x480. I set the UI root to FixedSizeOnMobile Manual 480 and when I run via remote the height is stretched. The only solution I've found is to set the game aspect to 600x1024. For some reason this creates less stretch but the resolution is a mess. Trying to find an answer to that one. Anyway, the ratio is different so it makes some sort of sense that there is less stretch. So, perhaps if you try a different game window aspect ratio it will help. Hope it helps.

6
NGUI 3 Support / Re: NGUI Quality Issue Using Android Remote
« on: February 06, 2014, 04:20:06 PM »
Hi Quarkism,
Did you see the same issue if you created an .apk file an loaded it on your phone?
I'm see very poor text and emoticon image quality on my app running on my phone.
Any ideas as to what might cause that? Thanks.

7
NGUI 3 Support / Re: Checkbox Group on Init Startup.
« on: February 03, 2014, 01:54:27 PM »
Thank you. I do need this code after all. Very helpful.

8
NGUI 3 Documentation / Re: UIScrollView
« on: February 01, 2014, 07:13:17 PM »
Yes, My UICamera (script) Event Type was set to World. I changed it to UI and all works well and it makes sense. Excellent! After building and rebuilding my scroll windows several times I thought it had to be something simple. Thanks so much!

9
NGUI 3 Documentation / Re: UIScrollView
« on: February 01, 2014, 05:08:10 PM »
Hello, I've looked through the docs for an answer to this question but have found nothing or I've overlook it. My question is, Is there a way to restrict the mouse "grabbing"/dragging of scroll items to only occur within the visible portion of a scroll window?

That is, I have a simple scroll window as shown in the latest 3.0.7 tutorial with 12 items in the scroll window, but only 2 items are seen (are showing) in the visible area of the window at any given time. It's an Hz scroll window. Everything works fine (HZ scrolls nicely) with the exception that if I place the mouse just outside of the scroll windows visible area I'm able to drag items not shown in the window into the window. Is that right? I would expect that only the items visible in the window would react to the mouse grab and drag. Am I doing something wrong? Is there a setting I'm missing that would limit mouse drag to only occur for items in the window? or is this just the way it works? Hope I'm making sense.

10
NGUI 3 Support / Re: NGUI and screen resolution
« on: January 25, 2014, 10:03:38 AM »
What I'm hearing you say is that if I use "fixed size" then the UI will not stretch to match to size the device screen height. Given this then the UI should match any device regardless of that devices screen size. Correct?
I think my problem is the aspect ration setting in Unity. When I use 320x480 portrait, which is the device screen size, the UI gets stretched in the Y-Axis, but when I use 600x1024 the UI is not stretched as much (it's almost the correct size.). I thought that screen resolution and aspect ratio where one and the same, but I guess they are not. Correct?

I'll try publishing with the 600x1024 portrait setting and see what happens.

Thanks for your help.

11
NGUI 3 Support / Re: UI Scroll View
« on: January 24, 2014, 11:13:44 AM »
Yes, you need both UICenterOnChild (on the ScrollView window) and UICenterOnClick (on the items in the scroll list). I've also found that when you use the UICenterOnChild that setting the Spring Strength and NextPageThreshold can give you a nice "pop into place" effect.

Aren's latest video touches on using UICenterOnChild and UICenterOnClick. It's an excellent tutorial.
http://www.youtube.com/watch?annotation_id=annotation_1679152271&feature=iv&src_vid=OT0hTxjjkY4&v=B66xhIvYF00

Hope this helps.

12
NGUI 3 Support / Re: UICheckbox onChecked question
« on: January 24, 2014, 11:06:24 AM »
Look for the UIToggleScript on the checkbox Object/"widget". There should be an OnChangeValue section. You'll see the "notify" which is the script that will be called when "OnChangeValue" occurs. Below the "notify" is the method (function) within the script that you want to have called. Note that you can call a chain of Notify...Method's by adding a new "notify" just below the last method selected.
Hope that makes sense.

13
NGUI 3 Support / Re: NGUI and screen resolution
« on: January 24, 2014, 10:54:10 AM »
Hi Aren,
Thanks for responding. I've got things set to FixedSizeOnMobile, which made sense since I'm working on a mobile game, but when I run it on the mobile device the screen is stretched in the Y-Axis. I've searched the site for info to correct this (aspect ratio, resolution, etc..) and have come up empty (all references refer to the old solution). Any info or reference link(s) you can share so I can size my screen correctly are greatly appreciated. If I find a solution in the mean time I'll post it here. Thanks again.

14
NGUI 3 Support / Re: Scrollview: scroll in click
« on: January 23, 2014, 09:28:52 PM »
Check out this tutorial. It touches on scroll views, and toward the end grids.

http://www.youtube.com/watch?annotation_id=annotation_1679152271&feature=iv&src_vid=OT0hTxjjkY4&v=B66xhIvYF00

15
Hi, Yes, please post if it is not too much trouble. I'm looking for a way (on Mobile) to "show the user"  that their finger is over "hovering above" an object (ie, a Button or DragDrop item or popupList menu etc...). If anyone has any great ideas please post. I'm looking at using ray cast. It that insane or am I on the right track? or is there something in NGUI that I'm not aware of?

Pages: [1] 2