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Messages - matdru

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NGUI 3 Support / Re: UIInput and ScrollView on Mobile
« on: June 05, 2014, 09:42:08 AM »
Or, you can try different approach that Aren suggested to me quite some time ago, which is basically about redirecting touches from inputs while dragging scrollview:

void OnDragStart (){
      UICamera.currentTouch.pressed = GameObject.Find("Dummy Placeholder");
               // or something up the hierarchy like gameObject.transform.parent.gameObject;//
}

i have this little script on all of my inputs inside scroll view and the mobile keyboard wont pop out while draging the scroll view ( altough i'm not working on latest version of ngui so i can't confirm it will work of 100% )

2
Ahhhh i get it! ( what a brain-lag from me ). I think i can get it from here, thanks a lot for your support Aren! :)

3
Hi,

Thanks for fast reply, just one thing i didn't get -> where can i find or listen to the OnDragStart event? I've seen onDragFinished in UIScrollView, but searched whole project for onDragStart and no luck :( Thanks again for your help! :)

4
Hello,

Small question from me -> is there anyway to distinguish tap event from drag one in a scrollview? I have a small form with labels and inputs inside a scrollview, all of them with DragScrollView attached. When i try to scroll the form on mobile device and start my touch on input field, as soon as drag finishes the touch keyboard pops out to write in that input. What i'd like to happen is that if i tap on the input the keyboard pops out, if i'm dragging whole scrollview then it should not. I'm aware that UIinput is separate from DragScrollView and i'd propably need to write my own thing that does that, i was just curious if there is anything that i can use to achieve that?

TL;DR: How to surpress UIInput if DragScrollView is being used  :)

5
Ah, sorry of course, that's exactly what's happening! And if i disable the clipping everything is fine, just as you said earlier.

6
Hi,

I'm having same issue after i upgraded to the newest version ( it didnt occur previously ). Same errors and so on. Funny thing is, i have 6 Headers in my scroll view ( something like in a quest log example ) and only on four of them this error occurs, even tho they look exactly the same ( well they come from a prefab ), so it makes me a little clueless about were to look for the problem.

7
NGUI 3 Support / Re: How to use TweenAlpha?
« on: January 10, 2014, 09:19:07 AM »
Oh god, had exact same issue, now i feel like an idiot since it's quite obvious ^^

8
Hi, just wanted to up this issue because as of the latest update the issue is still here, but our temporary fix is no longer viable because of the changes in the code, and i've seen some people creating new posts/threads about the exact same issue so it will be good to make some noise about it :)

9
NGUI 3 Support / Re: Scrollview contents randomly not drawn
« on: January 10, 2014, 06:13:18 AM »
Hi Shifty, i know exactly what issue are u talking about, few weeks ago we were discussing it here on forum that there is an issue with scroll view items being tweened and not appearing until the scroll view is touched/moved. We even came up with a temporary solution but apparently as of the new ngui update the depreciated variable of UITweener that we were using is gone -> my solution is no longer viable. I'll try to come up with something and will post it here if i succeed :)

10
Just to update this issue, 3.0.6f6 does not solve this issue.

Same from me, i had to modify UITweener so that it forces the sprites to be PixelPerfect, it works but is not very performance friendly, I'd love to see it fixed in next release.

PS. Thanks hummada23 for hints!

11
update the UITweener Update method so that on every update of the Tweener, it forces the sprite to become pixel perfect. You can add a flag to make sure this is only done when you're actually fading in.

Hi, if it's not that much of a deal for you, would you mind sharing a code snippet on how to force it? I'm kind of new to NGUI and feel a bit lost, have been reading throught UITweener but simple don't know where to look. Thanks in advance,

Cheers!

12
Hello, same issue for me i have lots of toggle's inside a scrollable view and randomly the checkmark doesn't appear when i click on some of them ( which is a UISprite fading in/out using alpha tween ) until i scroll the view a bit or change checkmark position slightly in unity editor. Then it appears and stays visible nicely and i can move it around and i can fade in/out without issues. What's worth noticing is that it doesn't happen always and for example, if i notice a position where it occurs i can't fade in the checkmark, but moving a bit and the checkmark appears, then with my check mark visible i'll get back on that buggy position and stay there -> toggle works perfectly. If i go out of buggy position, then fade out my checkmark and come back it just won't show ( even tough inspector receives touches for it and triggers fade in tween ). I hope my observation's will help finding cause of such behaviour  since as i can see i'm not the only one with this issue :)

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