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Messages - Dennis_N

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1
I checked some solutions that suggested altering the hudtext code, but what they did instead was to remove any little shifting there was on the old text.
I tried to add empty new line characters but the shifting becomes unpredictable.
So is there a solution to this problem or should I try going another route for my hudtext?




2
Other Packages / Fog of War with transparent shader?
« on: May 06, 2014, 06:16:37 PM »
I need to use fog of war on my scene where I have some transparent polygons on my terrain. Unfortunately those polygons are moving in and out of the darkness, and in-between they don't shade right. Can you give me a transparency shader that works properly with your script?
Thanks.

3
Well, you could add a couple of lines of code to go through the directory and delete/update the folder at whatever path location it is at. Makes it easier for idiots like myself. :D Thanks.

4
Did you see the upgrade instructions in the readme file? You shouldn't have an NGUI folder to begin with.

Not sure what you mean I don't need an NGUI folder. The instructions inside the package (ReadMe - 3.0.9 f7.txt) say: 
"1. In Unity, File -> New Scene
2. Delete the NGUI folder from the Project View.
3. Import NGUI from the updated Unity Package."

This creates a brand new NGUI folder at the root of the Assets.

What am I not understanding here?


5
My assets folder is a mess. Every single 3rd party script I download goes in there, and at this point I have a hard time finding my own asset folders.
I thought I could move 3rd party assets to a single 3rd party folder to reduce the clutter. The metadata of course keeps track of that, and the scripts stay linked. However if I update NGUI it creates a second folder back at the main Asset folder.
Is there any way to make the updates keep track of where the folders have moved? I thought metadata was supposed to do that. But maybe I'm mistaken.

6
NGUI 3 Support / Re: UIPanel depth behavior is frustrating.
« on: February 11, 2014, 02:14:46 PM »
If you want something to draw on top of the scroll view, you need another panel with a higher depth.  So you'll have three panels: one for whatever draws behind the scroll view, one for the scroll view, and one for stuff in front of the scroll view.

Thanks a bunch! That worked. I'm surprised that is the only thing I didn't try.

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NGUI 3 Support / Re: UIPanel depth behavior is frustrating.
« on: February 11, 2014, 08:18:48 AM »
I'm trying to achieve what the rectangular clipping does, but with a transparent sprite border put in front of the grid that gets scrolled.
Its not possible to do that. No matter what I do, and whatever parent I choose for the border, it always hides behind the scroll items.
And since UIPanel is needed for UIScroll, I cannot disable it either.
So is there any way I can make the scroll items hide behind something else instead of getting clipped?

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NGUI 3 Support / UIPanel depth behavior is frustrating.
« on: February 07, 2014, 10:02:16 AM »
UIpanel doesn't play nice when it comes to depth settings. If set in front of a stack of sprites, it will ignore their individual depth settings and go in front or behind the sprite with the lowest depth setting.
So there is no way to sandwich a UI panel between sprites. This is very frustrating to me.
I want to use a transparent border that clips differently than the straight line of the rectangle clipping option. But that's not possible.
How can I get this to work?

9
NGUI 3 Support / Re: UIPanel disappears after scrolling
« on: February 06, 2014, 05:58:54 PM »
I took your advice and checked the grid object that held the content. It had indeed a widget script attached, with a default 100x100 size to it. I adjusted the size and the scroll content stopped disappearing.
Thanks!

10
NGUI 3 Support / UIPanel disappears after scrolling
« on: January 30, 2014, 04:29:42 PM »
I've set up UIPanel with UIScroll View and restrict within panel checkbox enabled to keep it always in view.
When I enable any kind of clipping, the panel disappears after a couple of strokes.
If I disable clipping, that doesn't happen anymore.
What is the problem?

11
Ok. I finally realized that that script (uiscroll bar) assigns a dynamic length to the slider, that is controlled by the size of the inventory it controls. I had to delete some inventory items to figure it out.
Is there a way to leave the slider length unaffected by the inventory size?

12
I can't post specific stuff due to NDA.
Lets say you load Scroll View (Panel) scene.
And replace the foreground target object on the scroll bar, with a different sprite from the NGUI sprites. Lets say a smiley. By default it will stretch to the length of 720 which will make it look weird, but it will still run the length of the scroll bar.
However any try to scale it down to proper proportions, will also scale down the length that it runs on the scroll bar.
So how can you possibly accommodate different size sprites and keep the same range?

13
NGUI 3 Support / Can't get full range scroll bar using a simple sprite
« on: January 30, 2014, 11:18:53 AM »
I am trying to setup a scroll bar item following closely the demo scene example, which however uses a sliced sprite. Mine is just a non sliceable graphic that is shorter than the background of the scroll bar. I'm having a hard time making it slide the whole range of the background sprite. It just uses a fraction of that range for whatever reason. Please help me figure this out.

14
NGUI 3 Support / Re: need to script a FW BW button
« on: January 24, 2014, 09:41:16 PM »
Ok after many minutes trying random stuff I made it work. It can listen to a click a button makes.
next question would be
if I have this line:
UIEventListener.Get(mybutton).onClick += doThis;

do I have to repeat it for all the target buttons that I assign to that script? or is there a way to handle them all through one line of code?

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NGUI 3 Support / Re: need to script a FW BW button
« on: January 24, 2014, 06:29:51 PM »
By textures I mean some images to flip through like a slideshow, and a couple of buttons to go back and forth. Pretty simple. They could go in and out of view, or fade in and out. I thought a simple fade in out would work nice.

I figured I need to use UIEventListener to listen to the buttons but I'm not familiar with the whole delegate concept at this point. I was going through the example scenes but I couldn't find a single connection example between an eventlistener and the objects it listens to. But maybe I was looking at the wrong places.
I'm pretty sure its simple, but when someone explains something to me in phrases that I understand 1 out of 5 words, then I need to take a step back and learn what those other 4 words mean first! Any help is much appreciated.

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