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 - TeNDoLLA

Pages: [1]
1
NGUI 3 Support / Re: Depth value use
« on: March 18, 2014, 07:10:36 AM »
Thanks for the reply. The UICamera's Event Type is UI. Fixed the issue making the buttons from the scratch again. Still don't know what was going on but it works now. What I am thinking is the buttons were bugging or something and somehow the events went through them hitting the alpha curtain behind or something.

2
NGUI 3 Support / Re: Depth value use
« on: March 17, 2014, 05:59:41 AM »
Having similar issues lately after I upgraded NGUI to version 3.5.1 but in this case with UISprite also. This is what I have

1. Panel that holds some widgets and all widgets has depth under 30.
2. Under the same panel one big UISprite filling whole screen that is kind of alpha curtain that gives a gray look to all the widgets described at phase 1. this particular UISprite has depth of 50.
3. Then again I have a bunch of widgets including buttons over the top of the "UISprite depth 50" and these widgets have depth of 60 and over. These widgets look like they are in top of the UISprite descriped in the phase 2, because they dont get grayed. but Camera DEBUG tells me all events goes to this UISprite that has depth of 50 which has lower depth than my buttons on top of it. That makes it impossible to use the buttons in this scenario. So what is going on?


Few days ago had another scenario also but otherway around, had one big UITexture which had depth of 50 and some widgets that had less than 50 depth. Still all these widget appeared on top of this UITexture. Am I doing something wrong or is there something fishy going on?

Edit:
Everything has z value 0.

Phase 1. Widgets are active from the start. Then from button press I activate the phase 2 and 3 widgets (is a pop up). Tried also to call panel.Refresh() after the activation which I do by calling NGUITools.SetActive, but did not help.


Edit 2:
Checked the drawcalls also and that alpha curtain sprite is drawn in DC 15 and the button sprites are drawn in DC's 17 and 19. Both buttons have box colliders also in correct place and size. But just somehow the events goes to the Alpha curtain which has lower depth.

Pages: [1]