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Messages - freeExec

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1
NGUI 3 Support / Re: UIRoot Position Bug
« on: July 08, 2014, 09:03:39 AM »
No. Momoent key - uiroot manual height does not match the height of the window size "Gama"

2
NGUI 3 Support / Re: UIRoot Position Bug
« on: July 08, 2014, 08:52:41 AM »
Reproduce
UIRoot.position != Vector3.zero
UIRoot.scaling == FixedSize
UIRoot.ManualHeight != UIPanel.GetViewSize().y

3
NGUI 3 Support / Re: Reasons to move from 3d to 2d colliders ?
« on: June 10, 2014, 12:37:13 AM »
In 2dUI mode camera exists bug.
Open example "Example 7 - Scroll View (Panel)"
NGUI\Extras\Switch to 2D Collider
Run
Checkbox "Center on items"
Click by item not work.

4
NGUI 3 Support / Re: Flickering Issue
« on: December 17, 2013, 12:47:09 AM »
How correctly to should on the panel through gameObject.SetActive(true) or NGUITools.* ?

5
NGUI 3 Support / Re: Flickering Issue
« on: December 12, 2013, 09:34:12 AM »
Between OnEnable Update and where they anchoring succeeds sprite render one frame. It is necessary to add a forced binding while OnEnable.

UIWidget.OnEnable()
+UpdateAnchors();

6
NGUI 3 Support / [bug] If UIRoot Position!= Vector3.zero
« on: December 12, 2013, 08:36:00 AM »
New Anchor counts from zero coordinates and ignores position UIRoot
Do not speak, so the picture. Numbers it transform.localposition
version 3.0.7.f2



7
NGUI 3 Support / Re: screen ratios make UI go werid - iphone, ipad
« on: December 09, 2013, 08:07:26 AM »
As there is a problem when the panel instance of prefab. At OnEnable mRoot = null (in parents not UIRoot).
This code not run:
  1. UIPanel.GetViewSize
  2.                 if (!clip)
  3.                 {
  4. #if UNITY_EDITOR
  5.                         if (mRoot != null) size *= mRoot.GetPixelSizeAdjustment(Mathf.RoundToInt(size.y));
  6. #else
  7.                         if (mRoot != null) size *= mRoot.GetPixelSizeAdjustment(Screen.height);
  8. #endif
  9.                 }
Neither UIRect.Ivalidate nor UIRect.ParentHasChanged not modify mRoot.
Workaround gameObject.SetActive(false) + gameObject.SetActive(true). Or store off in prefab.

8
NGUI 3 Support / Re: UITexture not updating
« on: October 02, 2013, 03:51:41 AM »
UIDrawCall recreate material.
Workaround share UIDrawCall.mMat

Pages: [1]