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Messages - Nacho

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NGUI 3 Support / Re: Vertical spacing on dynamic fonts
« on: May 22, 2014, 12:03:31 AM »
Thank you both for your replies.

@Nicki: Notice that I've embedded two links to the images in my post.

@Aren: From what I read in the forums, dynamic fonts have lots of advantages, so I thought it would be a good idea to make the switch now that I'm in the middle of the migration process. What I did is use the same TTF file used ages ago in order to create the bitmap font as the starting point for the dynamic font. I would expect the vertical spacing to be the same for both, but that doesn't seem to be the case, what am I missing?

Cheers,

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NGUI 3 Support / Vertical spacing on dynamic fonts
« on: May 21, 2014, 02:59:06 AM »
Hello. I'm migrating my current project from NGUI 2 to 3. I've used the migration tools and so far everything's going smoothly. However, I still need to fix the labels and I have ran into a problem I'm not sure how to fix.

This is an image of my old version of the project, which uses bitmap fonts. And this is an image of the latest version, which uses a dynamic font instead. Notice that the vertical spacing is different for each version. While on the old version the label is properly centered in the vertical axis, in the newest version it's not. I tried looking up in the documentation for dynamic fonts, but I couldn't find a way to configure that vertical spacing (if that's the solution to the problem).

Any ideas? Thanks in advance!

Cheers,

3
NGUI 3 Support / Re: Clipping children who have their own UIPanel
« on: May 21, 2014, 02:53:33 AM »
Thanks for your swift reply Aren. Yes, I was still using NGUI 2.7, so I guess it's time to upgrade to 3.

Cheers,

--Nacho

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NGUI 3 Support / Clipping children who have their own UIPanel
« on: May 19, 2014, 01:59:34 AM »
Hello. I ran into a problem with NGUI that I'm not quite sure how to fix. Let me explain: I have a UIPanel with "Soft Clip" settings. The panel contains a list of elements, which also contain their own UIPanel (see this image). Now, when I scroll the contents of the list, the widgets under the UIPanel that belong to the individual elements don't get clipped (see this other image).

I'm not sure how to fix this issue. Any ideas?

Thanks in advance!

Cheers,

5
NGUI 3 Support / Re: Interesting year...
« on: November 05, 2012, 02:18:51 AM »
Michael, congratulations on your new job! I'm sure you'll make a great contribution to improve Unity's GUI system. Thank you for making NGUI available to us, it certainly makes life a lot easier for all of us who have full time jobs and UI intensive pet projects on the side! I'm also very glad that you've managed to make a substantial income out of it, you really deserve it! :)

--Nacho

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Thank you for your prompt reply! I didn't notice that class, I'll give it a shot and come back if I have more questions.

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Hi! I'm working on a strategy game where, at some point, I need to display a sequence of very high-resolution renders and show each one of them on screen for a few seconds. The renders are displayed inside an NGUI panel. So far, I've managed to devise a solution that involves manually creating lots of NGUI texture atlas, fill them with a few of the aforementioned renders (as sprites) and just retrieve the appropriate one at runtime. It's working as expected, but the problem is that my game is going to feature hundreds of these renders and I'd like to find a solution that doesn't involve me manually setting up all the atlases.

My question is: is there any way to be able to render a sprite inside an NGUI panel without having to actually put that sprite inside an NGUI atlas first?

Thanks in advance for your help!

--Nacho

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NGUI 3 Support / Re: Overlaying panels doing a per-pixel multiplication
« on: October 15, 2012, 04:18:51 PM »
Thank you for your prompt reply Aren! I'll stick to the simple solution for the moment.

Cheers,

--Nacho

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NGUI 3 Support / Overlaying panels doing a per-pixel multiplication
« on: October 15, 2012, 11:56:14 AM »
Hi! I'm making a strategy game and the UI artist has envisioned this set of screens where new panels are overlaid on top of existing ones. While preparing the mock screens in Photoshop he multiplied the different panels layers on a per-pixel basis in order to achieve a blending effect. Is there any way to achieve that same effect using NGUI?

Thanks in advance for your help!

--Nacho

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Thank you for your reply Aren, everything worked as expected  :)

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Thank you for your replies!  :)

OK, so I've found out that in order to modify the border properties of a sprite inside an atlas I need to select its prefab. The problem I'm having right now is that my foreground image looks quite blurry when I compare it against the one used by the NGUI example (see attachment). When I imported the original PNG sprite before placing it into the atlas, I set its properties to "Texture type = GUI" and "Format = Truecolor". What am I missing here?

Thanks in advance,

--Nacho

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Hi! I'm trying to make a vertical scrollbar using my own assets. I have both foreground and background images (see the attachments) that, when drawn by NGUI, get uniformly scaled in the vertical axis. This is not what I want, since the foreground image has a small protuberance that I don't want to get stretched. How can I tell NGUI to only scale the pixels that are in the center of the image? I know that it can be done, since I've attached the debugger to NGUI's example #7 and found out that the scrollbar images from that example have a non-zero border.

Thanks in advance for your help!

--Nacho

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