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Messages - yong

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1
Woohoo!
Thank you very much for the fix and suggestions. :) :) :)
When is this going to be release? I'm excited already!

Have a great day!

2
Hello Arren

The following attachment is my setup to input.

I actually did some further investigation and there are two different types of problem

1) Password field ignores first keystroke
Ignoring the very first keystroke problem happens on password field where KeyboardType is set as HiddenInput; if we use default KeyboardType, it doesn't happen anymore.

2) Upon clicking on any input fields it loses focus right away
I have confirmed that UIInput's OnSelect(false) gets invoked when it loses focus.

Again, these problem only happen only in iOS :(

Thanks and have a great day.


3
FYI, I upgraded NGUI to 3.6.3 and unity's version to 4.5.1 and still no luck on this :'(

4
Thanks for the fast response!

Strangely, it only happens on password field. Please let me know if there's any further information about this.

Thanks and have a great day!

5
Hello,

I'm using NGUI v.3.6.1 and it seems like UIInput's password field ignores the very first touch screen keyboard keypress.

This only happens on iOS devices(tested on iPad Air and iPad 3 with iOS 7). However, I could not reproduce this bug on Android devices.

Is this already known issue or I'm the only one who's getting this?

Thanks  :)


6
NGUI 3 Support / UIInput without TouchScreenKeyboard's input
« on: May 29, 2014, 04:42:39 PM »
Hello,

I upgraded NGUI to version 3.6.1 and it seems like it supports caret in mobile devices - I really appreciate the feature!

Anyways, it seems like when I hide  TouchScreenKeyboard's input by setting hideInput field as
TouchScreenKeyboard.hideInput = true;
it seems like existing texts in the input box get duplicated with substring of the text in the box on every focus.

Is there any fix to this or planned update so that UIInput supports mKeyboard with hidden input box?

Thanks in advance!  :D


7
Hi, Aren Thanks for the suggestions.
I'm working with psionic81 using NGUI.

It seems like UIDrawCall.ReleaseInactive wasn't implemented in  NGUI 3.4.8, so we upgraded to 3.4.9 and now we manually call UIDrawCall.ReleaseInactive() after we make transition to different scene. Now it seems like it's releasing inactive assets!
Thanks for the help  :D

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