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Messages - Devil_Inside

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1
NGUI 3 Support / Re: UIPanel/Rigidbody and Timescale = 0
« on: December 05, 2013, 12:24:17 PM »
Had the same problem.
Check for the fix here: http://www.tasharen.com/forum/index.php?topic=6915.0

2
NGUI 3 Support / Re: Ngui 3.0.6 does not ignore TimeScele anymore?
« on: December 03, 2013, 02:17:25 PM »
Had the same problem.
Check this thread for a fix: http://www.tasharen.com/forum/index.php?topic=6915.0

3
NGUI 3 Support / Re: Time.timeScale=0 breaks the buttons
« on: December 01, 2013, 01:13:39 PM »
Thanks!

4
NGUI 3 Support / Time.timeScale=0 breaks the buttons
« on: November 30, 2013, 07:02:36 PM »
Setting Time.timeScale to 0 on a button press, will freeze that button in the Hovered state, and will make that button "selected", so you can't press any other button while timeScale remains set to 0.
To reproduce:
1. Create a new Scene and add a new 2D UI,
2. Add 2 buttons to the panel: Button1 and Button2
3. Add a script that simply sets Time.timeScale=0; as the "OnClick" target for Button1
4. Add a script that prints "Hello" to console as the "OnClick" target for Button2
5. Run the game, click Button1 to "stop" the time.
6. If you try to click Button2 now, you'll see that it doesn't respond, but instead Button1 is being clicked.

5
NGUI 3 Support / Re: isEnabled in 3.0.6 version
« on: November 29, 2013, 02:52:13 PM »
Setting isEnabled doesn't change the button's color to the disabled state.
I've checked out the source for the UIButton and the OnDisable() code is commented out. I can clearly remember it was uncommented the last time I checked.
Also, it would be great if the button could be set to disabled state, before its Start method is run for the first time. So you could disable the button from some other controllers Start method.

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NGUI 3 Support / Re: UI Label rendering at wrong position.
« on: November 27, 2013, 03:53:02 PM »
Are you sure you're updating properly? The right procedure is:
1. In Unity, File -> New Scene
2. Delete the NGUI folder from the Project View.
3. Import NGUI from the updated Unity Package.
This way it reimports the latest version without breaking anything in your scenes.

7
NGUI 3 Support / Re: UI Label rendering at wrong position.
« on: November 27, 2013, 03:35:14 PM »
Are you using the latest version? (3.0.6 f4 or later?)
I had a similar problem, but it was fixed in 3.0.6 f4

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NGUI 3 Support / Re: UIPanel content rendered at wrong coordinates
« on: November 27, 2013, 06:06:54 AM »
I've updated and it works as expected!
Many thanks for the quick fix!

9
NGUI 3 Support / UIPanel content rendered at wrong coordinates
« on: November 26, 2013, 06:30:43 PM »
I've encountered some strange behaviour in the UIPanel. Whenever I create two panels and add widgets to both, the widgets that are added to the second panel are rendered at the wrong position. This happens either the moment I create them, or after panels alpha is set to 0 and then back to 1.
To reproduce this bug:
1. Create a 2D UI from the NGUI menu.
2. Rename Panel to Panel1
2. Duplicate Panel1 and rename it to Panel2
3. Move Panel1 100px to the left
3. Move Panel2 100px to the right
4. Drag a Wooden -> Control - Colored Button into the Panel1 (the button is added and rendered as expected)
5. Drag a Wooden -> Control - Colored Button into the Panel2. (button gizmo and collision box is added to the right position, but the actual button is rendered at the position of the button in Panel1)

Changing the Panel2 order, or disabling and re-enabling the panel, or running the game seems to fix it. But if you change the panels alpha to 0 and then back to 1, it gets broken again. The gizmo is drawn at the right position, while the button is rendered at the position of button in Panel1 (or the center of the screen).

10
NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: November 24, 2013, 05:18:45 PM »
The sprite gizmo sometimes interferes with default unity movement tools so I start rotating or scaling the sprite instead of moving it. I also never use the gizmo to scale or rotate, I do it within the inspector. Can you please add a way to disable the gizmo without folding the sprite component?
Edit: I feel stupid now. Just found how to turn off the handles from the NGUI menu.

11
NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: November 24, 2013, 11:46:04 AM »
I try to make my UI "pretty", so I try to add tweens and fades wherever possible.
I'd really like to see some improvements in widget alpha nesting.
If I want to fade out a button, I'd have to tween both label and background sprite manually in the button script. What if the label is 50% transparent by default, I'd have to keep this default alpha value somewhere and use it in in the final button alpha calculation.. What if button's alpha is set to 0.25 to hide it, but another script changes the labels alpha to 1?

I know you've added panel alpha nesting, and that's a great feature! But I can't add every nested widget in it's separate panel, so some improvements in this domain would be really welcome!

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