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Messages - Samuraisa

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1
Yes, it's doing the stuff

2
Now every NGUI's update I'm editing this 2 things:
+ popup offset (the block in the end of UIPopupList with words "Ensure that everything fits into the panel's visible range" and yes - panel is fullscreen). UIPanel's Clipping is None and Adv. Options -> Visible is off.
+ the problem of this topic. Uncommenting the block in Start method on the contrary is the cure in my case.

Before:


After:

3
Nope, I'm not changing anything while it's working right for me. And I've edited only strings which I mention here. It was v3.9.9

4
Hi! I have similar problem and have found this topic  :)
The reason is what UIPopupList do not updating it's label value for default pressetted value in editor.

In my example I have 2 popups on one screen:
1) "Difficulty" with coorsponding presets via Editor "Normal" and "High" (default "Normal")
2) "Language" with presetted value "English"

Then on game start all UIPopupList-s are cleared and refilled via code, but mSelectedItem is already set to "Normal" and "English" correspondingly. And if my selected value for any of this 2 popups will be the same as presetted, then there is will not be any corresponding UILabel value update and I'll see UILabel's default "value here" text.

For the time as the hack I've added 2 strings in the end of UIPopupList.Start function:
  1. if (mSelectedItem != null)
  2.         TriggerCallbacks();

...but I feel this is not the best solution, coz there is already could be some callbacks with unwanted extra call.

5
NGUI 3 Support / Re: MacOS Builds Crash - Unity 5?
« on: October 05, 2015, 05:57:17 AM »
No any crashes on save. Crashes in runtime when any UILabel present in scene and any gameObject.SetActive(false) (not necessary UILabel gameObject, just "any").
Linux and OSX builds only, Win32 + Win64 are OK, also I work in Win Editor, so don't know about mac editor issues if there are any.

To many "any" in the post spotted :)

---------------------------------------------------------------------------
Edit:
Also no dynamic fonts, using one of the NGUI demos atlas-based fonts for tests (Arimo20).

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NGUI 3 Support / Re: MacOS Builds Crash - Unity 5?
« on: October 03, 2015, 05:31:04 AM »
Sorry for necroposting, I just want to add:
I spend almost a week to find out why our project craches on linux and macOS after migration from U4 to U5. It's crashes has many mutually exclusive moments (the same actions on different objects in one place works in other crash) so I don't blame NGUI till today. Tonight I've found (localize) the source of the problem by creating fully new clear project with only NGUI imported.
I've made a scene with 2 sprite-buttons switching states of gameObjects of each other (click on first shows second and hides first itself with UIToggle+UIToggleObjects and vice versa), tested it and everything runs smoothly. But I had only to add any UILabel on the scene and it crashes. Further investigations shows what crash occurs only on disabling gameObject with UILable on the scene.
Maybe it helps to report this problem to Unity devs.

I can send you my test scenes if u need them.

P.S. And yes - hack with OnGUI () works for me.

7
NGUI 3 Support / Re: Popup-list's "Drop-down list" is offset
« on: July 15, 2015, 04:06:47 AM »
Nope, doesn't help. Visual offset still here.

There is my panel for this elements:


8
NGUI 3 Support / Re: Popup-list's "Drop-down list" is offset
« on: July 12, 2015, 11:30:15 PM »
The bug is still there.
Commenting "+ offset" part in UIPopupList.cs on line 1063 (and excess declaration of offset on previous line) do the thing for me.

9
NGUI 3 Support / Widget's mesh control
« on: January 18, 2015, 02:21:05 PM »
Hi! I made a search on topics, but found nothing really close to my case. So...

In simple way the question is:
Can I get the direct link to the mesh (MeshFilter ?) of the widget via script and how?

The problem is:
I have a clickable "Fallout 2"-style map on NGUI inside clipped panel. And I want to create an solid-mesh overlay with the same texture (but some dark-colored) as background with a "fog of war" principles so only the explored cells and adjacent to them get revealed (alpha of corresponding vertices set to 0 and 0.5 respectively). So I want to substitute the original overlay-widget's mesh with my own to get desired partitioning and control.
Using of grid of separate NGUI textures have other effect (all vertices have the same alpha, so no gradient).

10
NGUI 3 Support / Re: Anchors not updating inside UIPanel
« on: June 09, 2014, 01:31:34 PM »
Leaving only 1 static camera for all UIs outside UIRoots and removing all unnecessary cameras inside each UIRoot fixed it for me! Thanx for your reply!

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NGUI 3 Support / Anchors not updating inside UIPanel
« on: June 09, 2014, 03:27:36 AM »
Our project has several 2D NGUI UIs:
From top to bottom:
1) Fade effect
2) Loading screen
3) Main menu
4) Ingame HUD and menu (didn't used to reproduce the issue)
They all have the same setup except depth value (attachment 4).

The first scene has gameObject with Fade effect and Loading screen UIs (2 deactivated gameObjects). This gameObject has some loading manager to load scene with Main menu UI in that order:
- activating Loading screen
- load MainMenu scene, Main menu screen activating here
- activating Fade effect screen with alpha increasing (fade in effect)
- deactivating loading screen
- Fade effect screen with alpha decreasing and self deactivation in the end

And point is that after all this steps widgets anchored to Main menu UI root don't update their position on resolution change but at the same time in "Scene" window panel borders update their size correctly (attachments 1-3). I figured out that setting
  1. mAnchorsCached = false;
for UIRect of Main menu panel do the things for me and everything back to work again.
I've tried to reproduce the issue on the new clear project, but it failed :) Maybe it's somehow related to script execution order (I have no rights to for it in our project)? Can u say where is the root of the problem can be?

P.S. Если моим кривым английским вопрос непонятен, можно я переспрошу на русском?

12
NGUI 3 Support / Re: UISlider 20 steps limitation
« on: April 23, 2014, 01:52:36 AM »
Concrete example:
Amount/quantity selector for inventory things. For example I want drop some of my items with this amount/quantity selection, but player have "some_item_1 x3" and "some_item_2 x50". So, for x3 I must use the "obvious" technique and for x50 "unobvious" if slider width is enougth to see all 50 steps?

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NGUI 3 Support / Re: UISlider 20 steps limitation
« on: April 20, 2014, 08:38:46 PM »
Strange answer ) For visual purposes? Or what for they are exist at all?

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NGUI 3 Support / UISlider 20 steps limitation
« on: April 18, 2014, 12:12:25 PM »
I'm setting slider.numberOfSteps parameter via code. And it behaves like this:
If gameObject.activeSelf == false when I set "numberOfSteps" parameter all works fine and I'll get so many steps as I need.
Else numberOfSteps automatically stricted to 20 steps.
I dono this is a bug or a feature? )

15
NGUI 3 Support / Re: Bug in Scroll bar with Scroll view
« on: March 26, 2014, 02:50:56 AM »
If I leave some padding, than I can scroll list for that padding size, but I don't need that if I haven't enough items to scroll even if it is 1px scrolling. I know we are talking about float 3d-object dimensions, but in that case they are represent pixels, right? The pixels are integer concept, so why do not compare the rounded integer values here?
If I'm not right I already invented a workaround for this case, I just want to fully understand concept for myself ;)

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