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Messages - cuidaguang

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Vector3 world_pos = Camera.main.WorldToScreenPoint (position);
pos.z= 0;
Vector3 ui_pos = UICamera.mainCamera.ScreenToWorldPoint(world_pos);
gameObject.transform.position = uipos;

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I use RenderQueueModifier to control gameObject(model and paticle) and UIWidget depth.But I find can't get renderer on UIWidget now,I use unity5.0.4 and NGUI3.8.0.

I guess the "UIWidget" you mean is “UISprite”. You want to set the paticle to be in front or back of the sprite. So just add <UISprite> component to the widget. BTW, to render a model into uipanel, you should try rendertarget.

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NGUI 3 Support / Re: UIGrid pivot does nothing. Always renders on TopRight.
« on: November 12, 2014, 05:03:18 AM »
I guess the pivot works fine.
You can try add 3 elements to the UIGrid and see.
If you want to move the place of the UIGrid, don't attach UIGrid Script and UIPanel to the same GameObject.
Attach UIGrid to a child of the gameobject that the UIPanel attached to, and adjust the transform.

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NGUI 3 Support / Re: Blurred textures in android
« on: November 12, 2014, 04:37:26 AM »
check the atlas too.
For some reason I don't know, sprites /w type "GUI" don't mean the atlas is "GUI" too.

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NGUI 3 Support / Re: Blurred textures in android
« on: November 12, 2014, 03:57:07 AM »
Please check your sprites/textures in the inspector panel, make sure the "Texture Type" is set to "GUI", then click Apply.
That should work.

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