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Messages - MeDungeon

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1
Draw order of cameras is based on the camera's depth. Events are based on panel's depth. So first -- camera depth, then panel depth, then widget depth. Render queue has no effect here. It's only for drawing.
That's good.
Any ideas how it is possible for 3rd party view, which is not even in Unity, to interfere with NGUI ontouch events?
I have tried to reduce gui camera viewport, so it will not intersect with banner at all, but that didn't help, any banner touch recognized by NGUI as scaled by banner height screen, so tapping on banner y= 10, recognized by ngui as tap on screen y=100 or something.

2
Remove the banner. Can you still click on the buttons blocked by the depth 500 widget?

I tested a little bit more, I put that blocker widget on top of buttons as well, it successfully blocked them from receiving events from banner as well.
But I need them to be active on screen together with banner. Is something wrong with guicamera? Maybe event mask doesn't work correctly?

PS. I'm using Render Queue for that buttons panel: explicit = 2081
May that affect somehow?

3
Considering that the banner isn't NGUI, I'm guessing that you didn't add any kind of a collider underneath that would block the events from reaching NGUI.
Sorry, I don't understand you. I have tried to add another widget with collider on the same panel but with depth 500, which should block bottom part of the screen. But it doesn't work. Buttons on top still magically receiving a tap event from iAd (not ngui of course, just standard iAd banner). I log tap coordinates received by buttons and they looks like I definitely clicking a button on top.
Any ideas what may caused it?

4
I have 3 buttons in the middle of screen and iAd banner active at the bottom. When I touch banner I can see that one of those buttons much higher on screen is also clicked. Even more, when I move finger slowly on top of banner (from top to bottom) I can see that those buttons became hovered, which is not the case when I move finger over buttons itself. What could be wrong?
I have checked buttons colliders, they are all fine.
I have checked UICamera event mask and it is set to GUI layer only.

It seems that touch coordinates from banner translate to wrong screen coordinates by ngui. But why ngui reacting on those touches at all, I have checked that there is no collider under the banner.

5
NGUI 3 Support / Re: Soft Clip is not working on Android in 3.5.4r2
« on: March 20, 2014, 07:41:41 AM »
Just tested with "Example 7 - Scroll View (Panel)"
The same result. When focus on scroll view - all items are visible, when focus is out - clipped but not correctly.

6
NGUI 3 Support / Soft Clip is not working on Android in 3.5.4r2
« on: March 20, 2014, 05:58:08 AM »
After upgrade to 3.5.4r2 scroll view panel is not displaying correctly on Android device anymore.
On start it is clipped somehow but outside of panel.
After scroll it is not clipped at all until hidden.
Could you please check?

PS. Working fine in Editor, but not on device.

7
NGUI 3 Support / Re: UIButton changing color on Android issue
« on: March 17, 2014, 07:55:15 AM »
Well, figured out a solution by myself.
The problem is in UIButton transition property, if I delay changing color for that amount of time (0.2f by default) everything works.
It seems like a bug, even in editor, if you manage to remove mouse from button faster than transition finished (which is always the case on mobile) - new color will not be applied until mouse will hover button again.

8
NGUI 3 Support / UIButton changing color on Android issue
« on: March 17, 2014, 07:03:30 AM »
I'm trying to change button color and it works just fine in Editor, but on Android device it requires two clicks instead of one to change color. Any advice?
The code I'm using:

  1.         void OnClick()
  2.         {
  3.                 button.defaultColor = Color.white;
  4.                 sprite.color = Color.white;
  5.         }
  6.  
  7.  

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