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Messages - kennethljj

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NGUI 3 Support / Re: UIInput Emoticons
« on: June 01, 2015, 11:00:46 PM »
In Windward I keep the input symbol-free, so you see : ) instead of :) while typing, however when submitting it goes to a label that does support emoticons, thus showing up properly. The chat window example works the same way.

Hi Aren, may I ask what will be the result if the user enters the emoticon " :)" by the usage of the android keyboard and not typing ": )"? Will there be an error?

I have looked at the chat window example as you pointed out. If the font that I am using does not support emoticons, do I use the steps here http://www.tasharen.com/forum/index.php?topic=406.0 to add it in?

Sorry for the trouble.

2
NGUI 3 Support / Re: UIInput Emoticons
« on: June 01, 2015, 08:21:06 PM »
Label used for input doesn't support emoticons. Emoticons are forcefully disabled by UIInput for this reason.

Hi Aren, thanks for replying.
I am having trouble processing emoticons input especially when the user is using Samsung phone which has a default emoticon option in their android Keyboard. Of course, it applies to other custom keyboards too.
May I ask if there is any way to due with it?

3
NGUI 3 Support / UIInput Emoticons
« on: May 27, 2015, 08:54:56 PM »
Hi, I am currently using NGUI 3.73.
Currently I have a problem with UIInput when a user tries to enter a emoticon, it may result in an error.
I have looked around the forum and managed to find the tutorial for v2.0.5

http://www.tasharen.com/forum/index.php?topic=406.0

Do I need to follow this tutorial for NGUI 3 too? Or is there a new feature released in NGUI 3 that can speed up the process?
Help is greatly appreciated. Thanks.

4
NGUI 3 Documentation / Re: UIScrollView
« on: September 26, 2014, 02:50:57 AM »
Hi Aren,

Thanks for your clarification on my previous post regarding the limitations. I have another question regarding scroll view. Is it possible when the dragging ends, it will center to the nearest child object?

Eg. I have 2 instruction page and the user is to swipe left or right to view the pages. When the user swipe left it shld go to the next page and not stay in the middle of the 2 pages. I have a scroll bar that I have set the value to 2. It works perfectly when i use the scroll value but not in the case when the user drags the child object.

Hope you understand what I explained. Thanks in advance  :D

EDIT:

I have found the solution to this. :D
Decided to add the solution here for those who are looking for it as well. This is what my hierarchy looks like now:

UIScrollView
- UIGrid , UICenterOnChild
  ~ UIDragScrollView Objects
  ~ UIDragScrollView Objects

For more information, look at ngui scene example 7 :D

5
NGUI 3 Documentation / Re: UIScrollView
« on: June 30, 2014, 12:27:12 AM »
Hi Aren,

I have just recently upgraded from version 2+ and I got a question regarding the limitations of the UIScrollView.
From what I can remember, in version 2+, UIDraggablePanel have a limitation on the parents' scale. If any of the parents' scale (throughout hierarchy) is not the same (eg. 1f, 0.9f, 1f), the scrolling would have a problem.

Does UIScrollView have this limitation too?
If yes, is there anyway around it?

Thanks in advance.

6
NGUI 3 Support / Stylus Support
« on: May 05, 2014, 01:09:39 AM »
Hi,

I would like to enquire about adding stylus support for my game.
Does the current NGUI supports stylus?
I have read up on the following thread but it is quite old
http://www.tasharen.com/forum/index.php?topic=7423.msg43952#msg43952

If Ngui does not support stylus, do I have to manually add in the plugin for eg. samsung s-pen plugin from the developer site?
Then add on the suggestion from the thread above?

Thanks for help in advance.

7
NGUI 3 Support / Re: Not Support Samsung S-Pen Plugins?
« on: May 02, 2014, 01:39:54 AM »
I ended up with a combination. Basically I detect if I'm using a stylus by detecting if the mousePosition has changed and touchCount==0. I also had to add a function in UICamera to stop OnHover. I've attached my solution.

Hi,
Thanks for your attachment. May I know if I am supposed to attach the script to my camera object in every scene?

8
NGUI 3 Support / Atlas Cached during built.
« on: March 28, 2014, 03:32:28 AM »
I am using unity 3.5.6f and ngui v2.3.3 as this is a very old project and I need to make some changes. (Android Development)

I discovered that the atlas was cached when I rebuilt the apk to the device and I searched the forum for similar experience. I found this http://www.tasharen.com/forum/index.php?topic=7323.msg34512#msg34512

According to the thread, the thread owner updated to version 3.0.8 and the problem is fixed. However, I am currently on the standard edition of ngui and do not have access to the different versions that are available. I tried to update ngui to the latest version, but I got lots of errors as a lot of the scripts are deprecated.

Hope someone would be able to give me a suggestion on how to solve the atlas cache problem, or a way to update my ngui version such minimal changes are required.

Thanks in advance.

9
NGUI 3 Support / Re: Detecting Mouse/Touch Drag Over
« on: March 07, 2014, 04:21:37 AM »
Ok, will figure it out. Thanks a lot.

10
NGUI 3 Support / Re: Detecting Mouse/Touch Drag Over
« on: March 04, 2014, 09:36:26 PM »
The notification is sent to what you drag over, not what you're dragging, and is only sent if there is nothing else blocking the event. This is why disabling the dragged object's collider is important.

Hi Aren, Thanks again for the reply. I am not dragging any object across the screen. I just simply want to detect mouse drag over/ touch drag over.

I have 3 objects will colliders and the same script which contains OnDragOver and etc. If any of those events occur, I issue a Debug.Log print message. However, when I start dragging from 1 object to another, I do not receive the 2nd or 3rd objects' events. Like you mentioned, do I need to disable the 1st object's collider to make this work?

11
Hi,

I wanted to change the name of a sprite in the atlas. Selected the sprite using the prefab and then highlighted the name and hit backspace as I want to change it. Then I accidentally hit enter!

I could no longer access the sprite from the atlas maker! The sprite is left in the atlas but now, I am unable to modify or use it and it  is occupying the atlas space.

Is there any way to remove it? I really don't wish to remake the atlas as it is used for quite a lot of objects.

Thanks in advance.

12
NGUI 3 Support / Re: Detecting Mouse/Touch Drag Over
« on: February 28, 2014, 02:34:15 AM »
You're missing OnDragOver and OnDragOut.

Hi Aren, thanks for the reply.
I did a Debug.Log for both OnDragOver and OnDragOut but it didn't work as expected.
The debug message was not printed when i drag across the objects in and out of the colliders.

13
NGUI 3 Support / Detecting Mouse/Touch Drag Over
« on: February 13, 2014, 04:42:56 AM »
Hi All,

I have 3 instances of a cube next to each other, each contains the same script and a colldier, basically a clone of a prefab. (eg. cube A, B and C)
I would like to start dragging at cube A, drag pass cube B and over to cube C. (The cubes does not move, I just need the mouse/touch collider event)
When dragging over cube B, I would like to flag a boolean for the scipt attached to cube B and do the same when I drag over cube C as well. Let's say "isCollided = true;"

I have managed to use OnDrag to capture the start of the dragging event but was unable to capture the collision of the rest of the cubes.

Sorry for the poor english and explanation. Hope someone can help.

Thanks in advance.

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