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Messages - quitebuttery

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NGUI 3 Support / Re: UIInput onSubmit not working
« on: January 03, 2014, 05:39:10 PM »
Just to reply to myself.  I had to set MaxLines to 1--otherwise enter will just do a newline and not a submit.  DUH!  Oh well, carry on! :)

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NGUI 3 Support / Re: UIInput onSubmit not working
« on: January 03, 2014, 04:46:15 PM »
So I kind of have this same problem with the latest version.  I put a breakpoint at line 908 and 910 of UIInput for the Submit method and it's never getting called when I hit enter in the editor--thus my OnSubmit delegate is never getting called.  Is there something I'm missing in the settings to get UIInput to fire off a Submit event when enter is hit in the editor, even though the build target platform is iOS?

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NGUI 3 Support / Re: Feature Request: Geometry based interface (no atlases)
« on: November 05, 2012, 02:20:23 AM »
That's another way to do it, yeah.  I figured since fill rate seems to be more of a problem on many devices than geometry, rendering the GUI as geometry (especially if it's just a set of simple boxes instead of rounded edges) might be fast enough to render every frame.

But, baking it out to a texture at load time is a great idea as well.  I'm basically trying to solve two problems with this:

* Having HUGE texture atlases blowing up my IPA size.

* Having to juggle new atlases for 4-5 different resolutions.  (And who knows how many on Android)

Whether it's dynamic every frame, or baked out at runtime--it solves both of these issues.

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 11:46:41 PM »
And to conclude my conversation with myself--if I close and restart Unity this ghost interface disappears.  But it's pretty annoying.

Oh and now I realize there's a new sprite selector interface.  I still like the old drop down method much better.

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 11:38:28 PM »
And now this ghost pink interface shows up in every scene.

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 11:30:50 PM »
In fact, I can delete the interface widget from the scene and a pink box still draws where that widget was.

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 11:29:45 PM »
Another weird thing is if I delete a sprite I'm not using, I end up getting a pink ghost version of the interface underneath the current one.  So for instance, I moved some buttons down, and then deleted an unused sprite from the atlas.  I ended up with pink boxes in the old positions of the interface, as well as behind the letters in the font.  When I run the scene and then go back to the editor, they don't show up in the editor but the pink boxes come back when I run the scene.

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 11:09:12 PM »
However, all new sprites I add via the AtlasMaker to not show up in the dropdown when I try to switch the sprite on an UI widget.

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 11:07:38 PM »
Oh wait I see the preview now, it's using the asset preview window--had to enlarge it.

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 11:06:23 PM »
I haven't used the atlas editor in a few versions--did something radically change?  Not only can I not edit the borders, but I can't see the sprites in the inspector like I used to.  You used to be able to pick the sprite and it would show it to you in the inspector where you can edit the borders/corners etc.

Basically it seems like the entire atlas system is broken--I add sprites to an atlas via the Atlas Maker, but they don't show up as selectable.  The whole thing is borked.

Anyone got an older version of NGUI?  I need to revert.  At least this latest version is totally unusable.

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NGUI 3 Support / Feature Request: Geometry based interface (no atlases)
« on: August 25, 2012, 10:58:33 PM »
I think a killer feature for NGUI (especially in the face of the upcoming Unity 4 GUI) is making widgets more geometry and shader based so we don't need an atlas.

For instance, instead of making a rounded button as an atlas sprite that has alpha on rounded corners, I'd rather have the rounded corners be actual geometry.  And perhaps have an inner rounded rectangle and then an outline around it both made out of geometry so I could pick two different shader settings on each part to color the outline and the inside part with shaders instead of textures.

Atlas textures are a pain because they are HUGE--compressing them makes them look terrible, and retina iPad resolutions are blowing up application sizes.  I think with creative use of geometry and shaders, you could get away with really small atlases.  Maybe just for icons and a few other things--but especially if we can use dynamic fonts and geometry/shader based widgets--we can have tiny atlas sizes on even retina iPad.

At the very least, it would be cool if we could create our own widget geometry and have the widget maker use that when creating widgets instead of the default boxes.

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NGUI 3 Support / Re: Unity4 fonts
« on: August 25, 2012, 10:53:58 PM »
Pleeeeeease let this be true!  I'm going to subscribe to this thread, hoping that as soon as Mook finds out, he posts here.  This would be brilliant for Asian languages.  Plus I'm trying to go as atlas-free as I can.

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Well I just re-built it using the example again and it works.  I dunno.  My biggest problem with NGUI is the giant rube goldberg machine of gameobjects that scrollviews etc. use.  It's really hard to debug stuff like this because of the zillion objects with scripts attached to various ones that all have a zillion inspector elements to tweak.

it would be cool if there was somehow a simpler template you could use to create horizontal and vertical lists etc.  Something like the widget maker, perhaps, but it creates a few common view types.

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Yep, colliders are all there and look fine.  No OnClicks on them.  I have no idea what happened. I'll probably end up just going back to the test scene and re-making it AGAIN.  Does it matter where the actual list items are in the scene z-wise?  They are in front of the background, but not where they were in the example scene.

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Also, I tried adding clipping and set it to fit the window to no avail.  OnClick still never gets called.

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