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Messages - Bernard Parsons

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NGUI 3 Support / Re: Where do I start when creating a circular menu
« on: April 04, 2014, 07:34:06 AM »
Hi there!
I started testing using the tween position on press on a center button or the avatar for example. The avatar will be the point of origin. The menu comes out like I want it to, but then when I try to move the mouse to a sub menu the button goes away. For me getting the menu button that pop out to stay is my issue, it seems to loose its connection once I move the mouse courser away from the center button. I'm using the press option cause I don't want the menu present at all times, only when I press and hold on the avatar to show it's options.

Also at first I really didn't want a wheel menu, but it would almost act like one, but the effect is the same. Click on an avatar to bring up a menu then from there another menu with options for emotes.

I'm adding a snap shot of my menu, it starts with a two button pop up and then when you hover over the emotes button it will display the icons, from there you would select the emote of your choice to make the avatar react.

I really don't expect you to give me a full tutorial on this, but if I could have a bit more of an understanding of how to do this would be very much appreciated. Also if you know of any links that could help that would be great also.

Thanks!

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NGUI 3 Support / Re: Radial Menu
« on: April 03, 2014, 02:30:41 PM »
Has anyone replied to you regarding this, I'm looking for a solution using NGUI.
I know your post is old, but I'm looking for any help I can get for this, or it to the assets store for me.

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NGUI 3 Support / Where do I start when creating a circular menu
« on: April 03, 2014, 02:18:39 PM »
Just need a little nudge on this one. there's are no documentation from anyone that has done a menu like this, and right now I'm almost in the process of buying an already design one from the assets store and it does not support NGUI.
I would rather use NGUI for this, but I could use some help on this one.
Need help ASAP! :)

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NGUI 3 Support / Re: a suggested tweek for NGUI
« on: March 31, 2014, 03:17:44 PM »
Hey there,
thanks for getting back to me on this.

I will experiment a bit using the play tween instead. At the beginning when I first started using NGUI I thought this was the way to do it. As for the manager script, great idea. But I think our programmer is implementing it into the actual toggle script. It will have a parameter where we drop a special scrip that will do this for us, allowing me the designer to specify what groups of tweens can be affected.

If it turns out that this will work, I'll let you.

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NGUI 3 Support / a suggested tweek for NGUI
« on: March 27, 2014, 08:31:16 AM »
I've managed to get very familiar with NGUI and I love it, but during my designing phase in setting up the complex UI I'm creating I found that I keep needing one little function that I thought I would suggest. I'm sure adding more toggles and such might fix this, but trust me when I say I am creating some complex shit here... I am.

The issue I'm having is to force all button function to react to that one call function (if I'm using the proper term). I have three buttons stacked on top of each other that when clicked opens a drop down panel for each using the toggled script to activate the "Tween Position", the "Tween Height" and in some cases I also use the "Toggle component" and "Toggle object" to completely hid everything. Objects with button or scrolling that are laid on top of each other conflict, so hiding them completely fixed this issue.

Now depending on the combination, I run into an issue where clicking on one of the buttons will cause the other button features to overlap. I've tried everything so I'm getting our programmer to fix this. But the reason I'm bringing this up as a small feature to add, it's just that I come across the same issue with other UI buttons that do allot of "do this if you do that" or "if you do that and that then do this", after a while the poor button just starts clogging up with toggles and it's like a combination lock that eventually get confused and doesn't work properly. Hope you understand my analogy here.

So what I'm trying to say is... if there was a parameter in one of the toggles that allowed you to tell all functions within an assigned group to tell everyone when clicked "I want all of you to do this". Example: I have multiple floating panels that is a part of my UI, each one has a button that when clicked will hid the panel. This is to allow the user to decide what UI to have available on the screen. In the top left corner is a button that is supposed to toggle all of them depending on their state, hidden or not hidden. If I click this button in the top corner to hide all but one of the panels is already hidden, it will pop out from the side and the other panels will hide (sliding to the side out of camera view). If I could tell all UI panels that if I click this button I want all of you to hide and if I click it again, to open and show the UI, then all should show, not causing them to toggle depending whether they are already hidden or not.

This would also apply itself to the drop down menu issue I'm having. I want specific drop downs to appear and close depending on its state and when you have several of them telling each other what to do, it gets very confusing or I just can't figure out why I can't get it to do what I want it to do.

If I could provide video capture I would post it, but for now I'll just add images to look at. If you need more explaining, I'll do my best to send better documentation.

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Thanks for the feedback.
It seems I was doing everything correctly, it was the dynamic font that was causing the huge draw call issue. So now it's just a matter of converting them to Bitmap and I'm all good.

Cheers!

7
I've been working with NGUI for a short time, but I seem to have to just of it. Right now I'm trying to reduce the number of draw calls within my project, and I have to tell you that the UI I'm creating is very complicated and huge, so having as few draw call as possible is a must.

I know that keeping panels with their own depth number is a must or they with increase the draw calls, but does this apply to the widgets that are the child of the panel.

Example: I have a UI that contains several panels and each has its own level of widgets that contains sprites etc. Now I know that keeping the panels depth different like depth 0, depth 1, depth 3, so on and so on. But what about the assets I create under those panels, can each child under each panel be reset to depth 0 or will this increase the draw calls of each child that share the same depth?

Just to give an idea of whats happening, when my project isn't running I get about 54 draw calls and I still have allot more to do. Mind you I was getting over 245 draw calls before, but I have been going through everything and I'm slowly reducing it. And when I'm in run time I get about 21 draw calls, is it possible to get something so large and dependent on the NGUI feature that I should expect this to happen or is it possible to actually get everything down to 1 draw call?

If anyone has the answer it would be very much appreciated.

BTW, this tool is a god sent for a UI designer like myself. frigging genius for creating such a great add on to Unity. Thanks so much!

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NGUI 3 Support / Re: Undo Problems
« on: March 07, 2014, 03:04:16 PM »
I just tried to recreate by massing around with the value and I can't seem to do it. Perhaps it's the long day working on UI that has gotten to me, but in the future if I do come across this issue I'll be sure to let you know. But right now it seems to work fine. Sorry for giving false info, but I was certain there were some undo issues.

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NGUI 3 Support / Re: Undo Problems
« on: March 06, 2014, 04:59:54 PM »
Ya! I have the same problem. But it mostly happens when I change values, it doesn't seem to affect anything that is related to drop down features. I noticed this when I started making changes and when it didn't work I would try to undo everything. But it didn't put back the previous values, I could see though that it was back tracking everything I touched or clicked. I now remember not to save if I do this, or I revert to the previous save. Making more than one scene version of the same scene it usually what I do, just in case. But all in all, I really like NGUI. As a UI designer and integrator, this makes my job so much easier.

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