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Messages - cygnus

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NGUI 3 Support / Unable to build Windows 8 build using NGUI 3.6.5
« on: June 22, 2014, 04:56:08 AM »
When building a project using NGUI 3.6.5 targetting the Windows Store build we get the following error:

'UIDrawCall' does not contain a definition for 'sortingOrder' and no extension method 'sortingOrder' accepting a first argument of type 'UIDrawCall' could be found (are you missing a using directive or an assembly reference?)

This occurs at line 1405 within UIPanel.cs

Any idea what needs to be done to get this back rolling?

2
Solved it by removing the
  1. #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2
predefines as I'm running Unity 4.5. Something must be wrong with this check though  :-\

3
Everything works fine when vuilding my project against a desktop target, however we want the project to be launched from within the Windows Store.
Building the project (Visual Studio 2013 project) againt the ARM target, following issue does pop up, preventing the project from building:

  1. Error   1       The type or namespace name 'UI2DSprite' could not be found (are you missing a using directive or an assembly reference?)        F:\Unity 4\Chess\Unity\Assets\NGUI\Scripts\Interaction\UIButton.cs      78      25      Assembly-CSharp-metro-vs2013

I'm using the latest NGUI 3.6.3 (yes, I completely removed the previous version of NGUI and no other asset is dependent on NGUI, so no lite versions etc are in the project) and Unity 4.5.0f6.
Looking at the project within Unity I see the file UI2DSprite is present and has the following preconditions specified:
  1. #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2
This would mean the UI2DSprite class should be included into the visual studio project and it is, as I can locate it under Assembly-CSharp-metro-vs2013 (Windows 8.1)\Assets\NGUI\Scripts\UI.
For some reason the class isn't picked up though.

Anyone any idea on how to resolve this?


4
NGUI 3 Support / Re: Swapping Panels doesn't set the focus
« on: March 30, 2014, 04:58:33 AM »
Converted to NGUI 3.5.5 and replaced all UIButtonKeys to UIKeyNavigation. But still no luck, after looking into the new example I notice the workflow there is rather different then what I'm trying to achieve.
In your example you have a Done button in the options screen that relays back to the main menu. However what I'm trying to achieve is that when the user presses the B button the submenu is closed and the user gets back to the previous menu, so I can't set any OnClick on my buttons. Any possible way to achieve what I'm trying to do?
It drills down to that I want a Input.GetButton("B") to handle the swap of the panels.

5
NGUI 3 Support / Swapping Panels doesn't set the focus
« on: March 29, 2014, 07:33:13 AM »
Hi,

I'm pulling out my hairs here as I don't seem to find a solution to my problem. Note we are using a Gamepad to navigate the UI.
When the user presses the back key an ingame pause menu is shown (this is done by using NGUITools.AddChild) and the first menu choice is selected (buttons are set up normal and do all have the UIButtonKeys assigned and properly setted up).
When the user select his choice a new panel is added to this menu (again using NGUITools.AddChild) and everything works as expected.
However when the user pressed the B key to go back to the previous menu it is displayed properly but there is no focus assigned to the first choice (which has the selected on start flagged). I already tried to set the focus myself using UICamera.selectedObject but to no avail. Second try was to remove the menu using DestroyImmediate and instantiate it back with NGUITools.AddChild but again no luck (although this works the first time the menu is loaded  :-\)

Do I miss something or did I find a bug?

PS: I'm on NGUI 3.5.4.

6
NGUI 3 Support / Re: Controlling a Grid using a gamepad
« on: March 19, 2014, 02:13:38 PM »
Ok, works if I assign a scripts that centers the selected object in the scrollview. Is there a way to have a 'normal' scrolling (only scroll when on the bottom or top of the list) iso always centering on the selected item?

7
NGUI 3 Support / Re: Controlling a Grid using a gamepad
« on: March 19, 2014, 09:36:11 AM »
Upgraded the project to the latest NGUI 3.5.4 r2 but the issue still exists. Somebody any clue what's missing?

8
NGUI 3 Support / Controlling a Grid using a gamepad
« on: March 19, 2014, 05:46:54 AM »
Hi all,

I'm having trouble making a grid controllable by a gamepad. I'm using NGUI 3.4.7 and the example scene is working and so I adapted by project to match the example but no luck.
After debugging I noticed the UICamera.selectedObject is always NULL even if the statement before this check I assign the selectedObject with the first in the list (having startSelected = true).

I also noticed the gamepads down and up keys (vertical grid) are properly captured in the UIButtonKeys assigned to all my items within the grid. Bedore you ask: the selectOnUp and selectOnDown properties for all items are properly assigned.

Did I miss something?

9
NGUI 3 Support / Re: FindCameraForLayer broken?
« on: September 24, 2012, 12:26:16 PM »
You are indeed correct sire! Forgot to alter my culling mask of the 3d camera.

10
NGUI 3 Support / FindCameraForLayer broken?
« on: September 23, 2012, 12:09:06 PM »
Hi,

I'm having 2 cameras within my screen: the main camera for 3D on layer Default and the one for UI on UILayer. I have also a label on the UILayer and within a script attached on that label I'm calling the FindCameraForLayer(gameObject.layer) to fetch me the UICamera. However I notice the MainCamera is returned iso the UICamera.
Something I missed?

I'm using NGUI 2.2.0 on Unity 4 beta 7.

Thanks for getting back to me,

Wim

11
NGUI 3 Support / Re: Sprites bundled within NGUi atlases
« on: June 06, 2012, 07:53:23 AM »
Thanks, I did copy the sprites from the original atlas as I'm not used to work with Photoshop. Everything works fine now.

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NGUI 3 Support / Sprites bundled within NGUi atlases
« on: May 30, 2012, 06:53:25 AM »
Hi,

I'm building my own atlas to use in my game to replace the fanasy one I used for testing. However can someone explain me how I could create those Glow, Beveled Outline, Bright, Dark ,... sprites? Seems they aren't part of the package. I already tried with Photoshop but can't seem to get it right.

Thanks!

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