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Messages - optimisticmonkey

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1
NGUI 3 Support / Re: Touchpad issue with Wii U
« on: February 18, 2015, 11:25:54 PM »
I figured this out - on the ngui camera you have to disable all event sources except mouse ....


2
NGUI 3 Support / Re: NGUI touch support on Wii U
« on: February 18, 2015, 09:32:52 PM »
Having same issue - did you ever resolve it?


3
NGUI 3 Support / Touchpad issue with Wii U
« on: February 18, 2015, 09:16:48 PM »
I am having problems getting the touchpad to work with ngui.

The button collider seems off.... can click below the button and it works.

When clicking on the button with stylus it depresses but doesnt release.....

Any ideas how to troubleshoot or fix?

Thanks for your help

4
NGUI 3 Support / Re: NGUI Showing Twice
« on: December 20, 2014, 06:25:18 PM »
Typically you set all ngui items to be on a seperate layer, e.g. ngui.

Then set the main camera culling mask to exclude ngui and the ngui camera to only render ngui layer....

5
NGUI 3 Support / Re: NGUI with Wii U / Unity 4.3.7f1
« on: December 10, 2014, 03:56:04 PM »
Aren - Just noticed there was typo in a few places in UILabel.cs:

UNTIY_4_3

should be

UNITY_4_3

6
NGUI 3 Support / Re: NGUI with Wii U / Unity 4.3.7f1
« on: December 10, 2014, 03:41:09 PM »
Thanks Aren - When importing the latest 3.7.7 into the Wii Unity 4.3.7f1 I get an error:
Assets/NGUI/Scripts/UI/UILabel.cs(1147,30): error CS0117: `UnityEngine.Font' does not contain a definition for `textureRebuilt'

The funny thing is that this occurs in a conditional block surrounded by
#if !UNTIY_4_3 && !UNITY_4_5 && !UNITY_4_6

So it looks like Unity Wii is not setting UNITY_4_5??

Thanks again for your help

7
NGUI 3 Support / NGUI with Wii U / Unity 4.3.7f1
« on: December 08, 2014, 10:06:06 PM »
We are developing for Wii U - the current version of Unity they support is 4.3.7f1.

Does ngui work with Wii u - and which version supports 4.3.7f1?

Thanks for your help
Modify message

8
NGUI 3 Support / Relative Anchors for ScrollView children
« on: July 14, 2014, 02:26:57 PM »
I have a bunch of children in a ui scroll view.

Since I am targeting both iphone and iPad, I want them to resize based on screen res.

I tried applying relative anchors to the panel, scrollview, and scrollview background, but non resize appropriately wjen resolution changes.

So I want to use UI grid to lay them out - but uigrid has fixd cell size setting?

I want the cell size to be dynamically based on the content?

I could programatically grab some kind of size factor and apply, but first want to make sure that is the correct way to approach it....

Thanks for any feedback/advice

9
NGUI 3 Support / Re: Anchors not working on children
« on: July 01, 2014, 03:47:28 PM »
Nevermind - the font I used on the labels was not big enough....  everything working as expected ;-)


10
NGUI 3 Support / Anchors not working on children
« on: July 01, 2014, 03:40:21 PM »
Aren -

I have a sprite that is dynamically created from a prefab and sized at runtime by manually setting the height and width.

The sprite has two children, which are labels.

The labels have anchors set using the sprite as a target.

I manually call UpdateAnchors() on the children after setting the sprite, but it seems to have no effect?

Thanks for you help

11
NGUI 3 Support / Re: How do I have a key press cause a button click?
« on: February 04, 2014, 01:34:02 AM »
This works great, but I get:
NullReferenceException: Object reference not set to an instance of an object
UIButtonColor.OnPress (Boolean isPressed) (at Assets/NGUI/Scripts/Interaction/UIButtonColor.cs:158)
UIButton.OnPress (Boolean isPressed) (at Assets/NGUI/Scripts/Interaction/UIButton.cs:90)
UnityEngine.Component:SendMessage(String, Object, SendMessageOptions)
RightArrowButton:Update() (at Assets/MyScripts/RightArrowButton.cs:36)

On the KeyUp because the currentTouch.current is not set in:

protected virtual void OnPress (bool isPressed)
   {
      if (enabled)
      {
         if (!mStarted) Start();
         
         if (isPressed)
         {
            TweenColor.Begin(tweenTarget, duration, pressed);
         }
         else if (UICamera.currentTouch.current == gameObject && UICamera.currentScheme == UICamera.ControlScheme.Controller)
         {
            TweenColor.Begin(tweenTarget, duration, hover);
         }
         else TweenColor.Begin(tweenTarget, duration, mColor);
      }
   }

What is best way to fix?

12
NGUI 3 Support / Re: Scrolling Status Bar
« on: December 16, 2013, 10:03:46 AM »
Thanks Aren - That worked perfectly!

13
NGUI 3 Support / Scrolling Status Bar
« on: December 15, 2013, 03:43:40 PM »
I am trying to implement a scrolling message along the bottom of the screen.

I have used Anchor and Stretch to position the UILabel on the bottom of the screen.

But when I add the TweenPosition it moves to the center of the screen.

I tried adding the TweenPosition in the start method, but the same problem persists - I don't think the anchor and stretch scripts have run yet?

What is the best approach to get a scrolling message bar across the bottom of the screen?

Thanks in advance for any help

14
NGUI 3 Documentation / Re: UIGrid
« on: December 07, 2013, 12:42:10 PM »
How do I center the grid in the parent container?

15
NGUI 3 Support / Center UIGrid In Panel
« on: December 07, 2013, 12:28:03 PM »
I have a group of buttons I want centered in a panel that contains several things in it..

After right-clicking and adding a grid to the panel, and adding buttons to the grid, I can't get it to center in the panel.

I tried attaching a UIAnchor to the gameObject that contains the grid but that doesn't work...

Thanks in advance for any help

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