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NGUI 3 Support / Re: Cleanly filter input events for all but one panel?
« on: November 12, 2014, 11:57:41 AM »
I kinda just let this sit for a few months since I had other things to work on, but I stumbled onto the solution today.
I changed the clipping at random and suddenly the big collider widget started blocking correctly. For reasons unknown, the UIPanel on my message box had a serialized mClipping value of 2, and I see that you've since taken 2 out of the UIDrawCall.Clipping enum.
This project has been through a few NGUI upgrades, so I imagine this isn't a common problem, but if other people have encountered a similar bug, check your UIPanel's clipping setting.
[EDIT] To clarify, explicitly re-setting the clipping to None (0) in the panel made it all work.
[EDIT2] I notice that I have to make the alpha of this mega-sprite at least 1 though, it can't be zero. Is there something I can do to make the UICamera not discard 0-alpha sprites for hit testing?
This is NGUI 3.7.6, Unity 4.5.
I changed the clipping at random and suddenly the big collider widget started blocking correctly. For reasons unknown, the UIPanel on my message box had a serialized mClipping value of 2, and I see that you've since taken 2 out of the UIDrawCall.Clipping enum.
This project has been through a few NGUI upgrades, so I imagine this isn't a common problem, but if other people have encountered a similar bug, check your UIPanel's clipping setting.
[EDIT] To clarify, explicitly re-setting the clipping to None (0) in the panel made it all work.
[EDIT2] I notice that I have to make the alpha of this mega-sprite at least 1 though, it can't be zero. Is there something I can do to make the UICamera not discard 0-alpha sprites for hit testing?
This is NGUI 3.7.6, Unity 4.5.

), does this little add/change/remove dance or any variation on it, there's a fairly strong chance that Unity will get caught in an infinite event dispatching loop and lock up.
Just saying it's there, and that this use case isn't inconsistent with standard delegate behavior.