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Messages - renanse

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1
NGUI 3 Support / Re: Can't build when using Dynamic font Lucida Grande
« on: December 03, 2015, 03:36:41 PM »
fwiw, this appears to have regressed.  I can pick one of the internal Lucida fonts again in the font chooser and make my project un-buildable.

2
NGUI 3 Support / Re: Unity 4.5's UI layer
« on: June 05, 2014, 08:54:26 AM »
Fair enough, and good to know there's not some magic switch I'm forgetting.  :)  Switching to the new layer would be a somewhat painful refactor due to the many UI prefabs we have so I'll go with renaming for now.  Thanks for the help!

3
NGUI 3 Support / Unity 4.5's UI layer
« on: June 04, 2014, 07:08:00 PM »
I recently upgraded to Unity 4.5 from 4.3.  Prior to the upgrade, I had a user defined layer called UI, which NGUI expects to find.  Unity 4.5 adds a default layer called "UI" which then conflicts with my user defined one.  This causes some issues, particularly when looking up the "UI" layer since there are two layers with the same name.

Anyone else seeing this issue?

4
NGUI 3 Support / Re: Fonts - Best Practice
« on: April 03, 2014, 12:08:44 PM »
Another (perhaps obvious) thing we do on SWAT regarding fonts is try to never apply transform scaling to a label.  Where possible, keep the scale at 1,1,1 at the label and all ancestors (up to the UI Root) and instead use Font Size to get your text appropriately scaled.

5
NGUI 3 Support / Re: UIDragScrollView resets scrollView
« on: March 25, 2014, 02:57:08 PM »
Sorry for a little necro'ing, but just in case other folks hit this issue, I'm finding that even with your patch above I don't get the desired behavior in at least one case. I have a draggable panel I am adding via code as a sibling GameObject of the GameObject holding my scroll view.  When I add a new draggable area via code (eg, something like this:)

  1.                 dragArea = new GameObject("Drag Area");
  2.                 dragArea.AddComponent<UIDragScrollView>().scrollView = scrollView;

OnEnable is called as soon as I call AddComponent - before the assignment of scrollView.  Thus, FindScrollView enters the if (scrollView == null) and sets mAutoFind to true.  I worked around that issue by setting the GameObject to inactive before adding the component:

  1.                 dragArea = new GameObject("Drag Area");
  2.                 dragArea.SetActive(false);
  3.                 dragArea.AddComponent<UIDragScrollView>().scrollView = scrollView;
  4.                 ...
  5.                 dragArea.SetActive(true);

Hope that helps someone. :)

6
NGUI 3 Support / Re: Justify Alignment for Text
« on: March 07, 2014, 12:46:06 PM »
And I forgot to say thank you.  So, "Thank you, Aren." :)

7
NGUI 3 Support / Re: Justify Alignment for Text
« on: January 31, 2014, 04:48:48 PM »
Neat! :)

8
NGUI 3 Support / Re: Justify Alignment for Text
« on: January 04, 2014, 12:42:47 PM »
It looks as though you aren't using that enum in a way where it would be relatively painless to switch it out for a custom enum.  It's not a field on any of the UI widgets, etc. at least, so no prefab issues with switching types. 

9
NGUI 3 Support / Re: Justify Alignment for Text
« on: January 04, 2014, 11:55:08 AM »
Bump.  Maybe you could point me to the best place to implement this and I could take a crack at it?

10
NGUI 3 Support / Re: Justify Alignment for Text
« on: November 22, 2013, 11:49:52 AM »
Any chance the character spacing added recently is related to justify?   ;D

11
NGUI 3 Support / Re: Justify Alignment for Text
« on: November 15, 2013, 04:57:55 PM »
Yay!! :)

12
NGUI 3 Support / Re: Justify Alignment for Text
« on: November 12, 2013, 04:08:40 PM »
Justify would be very nice.  I've had to mix in another library (TextBox) just so I can do a proper opening crawl in our game.  I would *really* love to replace that with NGUI text instead.

13
NGUI 3 Support / Re: New UILabel issues on Standalone
« on: November 01, 2013, 10:49:31 AM »
And... I found the issue.  The problem was that one of the ttf fonts was set to Unicode instead of dynamic.  So though the uilabel was set to dynamic and it was linked to a ttf asset, the asset itself also needed to be set to dynamic.

Is that intended behavior?  If so, perhaps a check is needed somewhere?

14
NGUI 3 Support / New UILabel issues on Standalone
« on: November 01, 2013, 10:42:24 AM »
After upgrading from 3.0.2 to 3.0.3f (and as of today, g) we are experiencing an issue when set to the standalone build target in Unity.

Some (not all) labels are incorrectly sized and 1000's of errors are appearing in the console:

Quote
Font size and style overrides are only supported for dynamic fonts.
UnityEngine.Font:GetCharacterInfo(Char, CharacterInfo&, Int32, FontStyle)
NGUIText:Print(String, Font, Int32, FontStyle, Color32, Boolean, TextAlignment, Int32, Boolean, BetterList`1, BetterList`1, BetterList`1) (at Assets/NGUI/Scripts/Internal/NGUIText.cs:439)
UILabel:OnFill(BetterList`1, BetterList`1, BetterList`1) (at Assets/NGUI/Scripts/UI/UILabel.cs:991)
UIWidget:UpdateGeometry(UIPanel, Boolean) (at Assets/NGUI/Scripts/Internal/UIWidget.cs:872)
UIPanel:UpdateWidgets() (at Assets/NGUI/Scripts/UI/UIPanel.cs:642)
UIPanel:LateUpdate() (at Assets/NGUI/Scripts/UI/UIPanel.cs:549)

Quote
Font size and style overrides are only supported for dynamic fonts.
UnityEngine.Font:GetCharacterInfo(Char, CharacterInfo&, Int32, FontStyle)
NGUIText:Print(String, Font, Int32, FontStyle, Color32, Boolean, TextAlignment, Int32, Boolean, BetterList`1, BetterList`1, BetterList`1) (at Assets/NGUI/Scripts/Internal/NGUIText.cs:486)
UILabel:OnFill(BetterList`1, BetterList`1, BetterList`1) (at Assets/NGUI/Scripts/UI/UILabel.cs:991)
UIWidget:UpdateGeometry(UIPanel, Boolean) (at Assets/NGUI/Scripts/Internal/UIWidget.cs:872)
UIPanel:UpdateWidgets() (at Assets/NGUI/Scripts/UI/UIPanel.cs:642)
UIPanel:LateUpdate() (at Assets/NGUI/Scripts/UI/UIPanel.cs:549)

etc.

We already went through the assets and prefabs and made sure everything is using dynamic fonts.

The problem goes away if we switch the Unity build target to Android or iOS.

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