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Messages - zincoontrin

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NGUI 3 Support / Re: Rigidbody error
« on: December 09, 2013, 06:42:36 AM »
Thanks Aren, we are investing this.

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This is resulting in spikes for us too, 7-10 ms in a iPhone 5.

We don't see any way of not firing a mRebuild when enabling/disabling components. How are we supposed to hide/unhide components without triggering a full rebuild? I think that panels should be independent, a widget in a panel which has a different depth than other panel should not fire a full rebuild. Panels not being able to share their depth seems the right thing to me.

We are still looking for a solution. Bluescrn, would it be asking too much sharing your code modification?

Thanks

3
NGUI 3 Support / Rigidbody error
« on: December 04, 2013, 04:59:44 AM »
I'm in the process of updating to 3.0.6 f7. With the Rigidbody addition to the UIPanel, I get the following errors while executing:

Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!
UnityEngine.GameObject:AddComponent()
UIPanel:OnEnable() (at Assets/NGUI/Scripts/UI/UIPanel.cs:529)

How do I solve it please?

Thanks

4
NGUI 3 Support / Re: Sprites randomly flashing on 3.0.6 Android
« on: November 22, 2013, 05:13:29 AM »
 ArenMook,

Thank you for your interest!!

I've gone back to 3.0.5 and live with the "repositioning bug" -as I call it- for the moment. That bug seemed to be solved in 3.0.6.
When I have a little more time during this weekend, I'd like to try to go back to 3.0.6 and test this UIDrawCall fix.

Thanks

5
NGUI 3 Support / Re: Sprites randomly flashing on 3.0.6 Android
« on: November 22, 2013, 02:08:26 AM »
After further investigation, I'm not so sure right now that it's related to gameobject.SetActive().

ArenMook, do you roughly know what is this bug? I mean, should I continue investigating it?

Thanks

6
NGUI 3 Support / Re: Sprites randomly flashing on 3.0.6 Android
« on: November 22, 2013, 12:45:18 AM »
Hi,

Same here. I upgraded to 3.0.6 yesterday. This happens only on iOS/Android, not on the PC, and it seems related to gameObject.SetActive().

I can't go back to 3.0.5 because there's another bug in that version affecting us.

We have an important milestone and this bug is keeping me awake at night, almost 7:00am here :). Any possible solution?

Thanks

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