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Messages - UncleAcid

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1
NGUI 3 Support / Re: SHould i buy NGUI
« on: October 28, 2015, 02:21:20 PM »
The guy behind NGUI is ArenMook, just take a look at the forum and you'll see how often you see his name... NGUI is definitely actively supported. Also take a look at the changelog (the first post you see in the forum, http://www.tasharen.com/forum/index.php?topic=11.msg61091#new) to see how often NGUI is updated.

2
NGUI 3 Support / Re: f$#@ unity2D, let's build an entire game with ngui!
« on: November 19, 2014, 04:57:09 PM »
I've developed a few games that were almost entirely NGUI, including a new one that is currently in development:

https://play.google.com/store/apps/details?id=com.mtvn.greatbigworld.google&hl=en (Google Play, Nook, Nabi, Kindle ...)
https://itunes.apple.com/us/app/camp-lakebottom-protect-flag/id797712301?mt=8 (iOS, Android, Flash)
https://itunes.apple.com/ca/app/word-sundae/id787395496?mt=8 (iOS, Flash)

3
I've tried using that method and I can only get "notified" when the orientation changes, but not when the animation/screen actually rotates. It's at the point when the Screen.orientation changes that the issue arises.

So all I've been able to do so far is pause the game when you rotate, but I can't resume it automatically after the screen actually decides to rotate.

4
Hi,

I know this is a Unity issue, but I'm hoping someone here has had to deal with this as well (and my game is entirely NGUI, so it's not completely out of this forums scope). I've posted on Unity Answers as well, but it usually takes too long to get any real answers from them.

I've got a problem with auto-rotation on Android; when playing my game if I rotate the screen the graphics stop updating but my audio continues for a few seconds and then the screen rotates and the graphics start updating again.

I was hoping I'd be able to capture a message that tells unity to get ready to rotate so I could completely pause my game, then resume once it's done, but I haven't found such a message. Either that or preferably remove this ridiculous delay/stopped drawing, but from my research it doesn't seem like I have any control over that.

Anyone have any ideas on how to deal with this issue ?

Thanks.

5
NGUI 3 Support / Re: ngui package importing window
« on: April 02, 2014, 08:30:58 AM »
If I remember right, files that are already in your project will not appear in the importer, do the files that are not showing up already exist somewhere in your Assets folder ?

6
NGUI 3 Support / Re: UIEventTrigger access
« on: March 28, 2014, 12:36:12 PM »
That actually makes a lot more sense. Thanks.

7
NGUI 3 Support / Re: UIEventTrigger access
« on: March 28, 2014, 08:38:44 AM »
  1. UIEventTrigger trigger;
  2.  
  3. trigger.onPress.Add(new EventDelegate(MethodYouWantCalled));
  4.  

Just follow the same pattern replacing onPress with whatever callback you want.

8
NGUI 3 Support / Re: Can I specify the UV position of UITexture ?
« on: March 28, 2014, 08:33:23 AM »
Yes you can.

Quote
You can specify a UV Rectangle that will control which part of the texture will be drawn. X and Y control the UV offset, and W and H control the width and height of the UVs (texture coordinates). Like all texture coordinates, these values are usually 0 to 1 (with 0 meaning one side of the texture and 1 meaning the other). The UVs are bottom-left based, so if you wanted to draw the top 50% of the texture you'd specify UV Rectangle of (0, 0.5, 1, 0.5).

http://www.tasharen.com/forum/index.php?topic=6703.0

9
You said you're using NGUI Free, I assume you mean 2.7.0 ? Either way, there have been countless improvements to NGUI (including several for BB and WP and UIRoot scaling) since then. It could possibly have been fixed since then.

Unfortunately 2.7.0 is too old for me to do much more. Maybe ArenMook could bring some insight into it, but as far as I know he doesn't support 2.7.0 anymore.

Glad I could help for iOS though :) Good luck with BB and WP.

10


Check the platform overrides (the icons beside Default near the bottom).

Not sure about Blackberry or WP8 as I have not used either platform, but it could be related to the import settings (the Atlas may be being stretched instead of shrunk like it is for iOS).

11
Check the texture import settings, depending on the platform Unity will automatically re-import all your textures changing what it sees fit.

This is likely just that, Unity decided to limit the size of your atlases to 1024/2048 and chose whatever compression method it wants.

https://docs.unity3d.com/Documentation/Manual/Textures.html

12
NGUI 3 Support / Re: Resolution and GUI?
« on: March 27, 2014, 08:10:52 AM »
Setting your UIRoot to FixedSize solves this issue (and if you have SD, HD atlas switching; setting the pixel size correctly).

What are your UIRoot settings ? what do you mean "messes up" ?

13
NGUI 3 Support / Re: Dimension with UI and Icon blocked by finger
« on: March 26, 2014, 08:45:58 AM »
1. Not sure what you mean by the Dimension problem, but I assume you need Atlas Switching (SD, HD, UD). Look http://www.tasharen.com/forum/index.php?topic=832 or http://www.tasharen.com/forum/index.php?topic=8575.0

2. In OnDragStart() offset the sprite to wherever you like.

3. Use UICamera.hoveredObject in OnDrag(Vector2 delta)/OnDragEnd() to see if it intersects with a valid container and change the icon accordingly.

14
In that case, just use whatever looks nice and whatever fits your size needs. Unless you are using really large font sizes the textures for them are not going to be that bad.

I'm not too experienced with fonts (especially non english ones) so hopefully someone else could chime in and help you with that.

My last project required 10+ fonts (some were the same font just different shadows, colors, sizes, etc) ranging from size 60 to 140 and my atlas texture for my UD was only 2048x2048. I just made sure that the fonts only included the characters I needed and packed them all into their own atlas.

15
Quote
1.) Is it ok to start making SD atlas with 480 height? This way I could easily work in editor?
It doesn't really matter if you build your UI from SD, HD, or UD; as long as you set the pixel size on your atlases correctly. That being said, working with the SD is probably the easiest since it's the smallest. I always work with my lowest resolution. Also make sure you clear your Atlas References before building otherwise your SD atlases will be loaded whether you are on an SD device or not.

If you build from SD; SD would be 1.0, HD would be 0.5, and UD would be 0.25.
If you build from HD; HD would be 1.0, SD would be 2.0, and UD would be 0.5.
If you build from UD; UD would be 1.0, HD would be 2.0, and SD would be 4.0.
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2.) What actual dimensions you take for SD,HD or UD sprites. For example what is enough for squared sliced sprite
Again, it doesn't really matter, however you should always slice anything that you can to as small as possible; as long as your atlases are maximum 1024x1024 for SD, 2048x2048 for HD, and 4096x4096 for UD (having 4096x4096 could possibly limit your compatibility across devices, but in my experience any device that would be using the UD assets supports 4096x4096 textures).
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3.) What actual dimensions you take for SD,HD or UD fonts?
I'm not to sure about font's, just use a dynamic font and tweak it until it looks good. The font's are not going to be any limitation.
Quote
4.) Naturally, I would need to created vector version of sprites so it scales properly? Scaling down from UD atlas does not give good results, right?
NGUI/Unity does not support vector graphics; you have to design your graphics at full resolution (for UD) and then use something like photoshop or texture packer to scale them down to half (HD) and quarter (SD) sizes.

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