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Messages - iretrograde

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NGUI 3 Support / Re: UIPanel - Clipping Issues
« on: April 16, 2013, 11:55:08 AM »
Ah cool, thanks Nicki.

I took a look at the other forum post here where someone created a solution for the drag panel with a list/grid that only uses a small number of objects n+2, where the 2 additional ones are used to load/clear a new user as the list is being scrolled through.

Still haven't implemented that solution, but at least I've tried it with a sizeable list of users and things didn't crash. Having said that, I also haven't loaded the user profile images into an atlas in order to show them, still a little Facebook icon for now.

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NGUI 3 Support / Re: UIPanel - Clipping Issues
« on: April 15, 2013, 11:59:29 PM »
Aren, I've just been doing a ton of rework with menus to match your optimal suggested setup and just wasn't sure where I messed up. Thanks for the help for sorting this out.

Having said that, can you explain what you mean by 3 UI's? I've worked in games for years but have very little experience with rendering logic. I've done 3d programming in open gl and direct x even, I'm just haven't properly delved into ngui code to fully understand what's going on (I've done it in a lot of parts, having said that, I've been pushing to release my game and would love some help to sort these issues out).

I've been reading as much as possible and structuring my menu along the way to follow your guidelines for turning menus on/off, using NGUITools.SetActive, (Unity 3.5x), turning static off/on between updating data, and a bunch of other things to try to get things running more optimally (i.e. structuring my code to optimally update a facebook menu with 1000+ friends, f*** me).  Having said that, on my Kindle Fire things are running at about 20-30fps and there are several things that I'd love to ask more about but need to get the game bug free for a release before heading further into this.

If you can bear with me along the way and perhaps point me in the right direction as I go, I'd really appreciate it.

Cheers!

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NGUI 3 Support / Re: UIPanel - Clipping Issues
« on: April 10, 2013, 06:30:54 PM »
Hey thanks a ton Nicki, that totally helped.

I read the FAQ by Aren and various info relating to depth pass and draw calls. Having said that, I'm still a bit confused as to which cases I should be enabling depth pass or not.

I did find a sample saying that enabling depth pass and clipping don't mix, what I'd like to understand is why.

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NGUI 3 Support / Re: UIPanel - Clipping Issues
« on: April 08, 2013, 04:20:25 PM »
My Player Settings are targeting ARMv7 and my renderer is set to OpenGL ES 2.0

My score table is setup like the following, there is only 1 UIPanel for the whole table, and each entry is NOT an individual UI Panel. All of this has been working previously well. Is there a chance that my shaders got messed up?

-- Panel_GameRounds - UI Panel + UI Draggable Panel
-- ++ Table_RoundScores - UI Table
   -- ++TableEntry_0 -- Box Collider + UIDrag Panel Contents
      -- ++ Player1Score -- UILabel
      -- ++ Player2Score -- UILabel
      -- ++ Player1Word -- UILabel
      -- ++ Player2Word -- UILabel
      -- ++ TableBackground -- UISlicedSprite
      -- ++ GamePuzzleBoard -- UISprite
   -- ++TableEntry_1 -- Box Collider + UIDrag Panel Contents
      -- ++ Player1Score -- UILabel
      -- ++ Player2Score -- UILabel
      -- ++ Player1Word -- UILabel
      -- ++ Player2Word -- UILabel
      -- ++ TableBackground -- UISlicedSprite
      -- ++ GamePuzzleBoard -- UISprite

All of this sits within a GameRound_MenuPage gameobject that has a UIPanel that handles animating in, and contains other things like the Header, drag panel for moving the table around if there aren't enough items so the user can click on the grey area, OkButton, etc...

Once again, this was working well previously, but I've been restructuring a ton of my menus and this recently started happening. Hard Clip as well as soft clip, work on other areas. I've attached an image with the menu showing how soft clipping is working (you can notice the fade) but it still bleeds (due to no clipping) if nothing is above it on depth.

As you can notice, the game summary heading covers the bleeding on the top since those objects are higher up on the Z axis. I've also attached a picture of my menu structure.

From what I remember, clipping was working fine. I'm still aware of colliders not being clipped, and have been handling those cases properly by layering a "floor collider" between draggable panels and the rest of the menu.

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NGUI 3 Support / UIPanel - Clipping Issues
« on: April 08, 2013, 04:11:31 AM »
Hey there guys,

I've been building my game for a little while and recently I ran into a problem after restructuring/cleaning my menus where the clipping is behaving differently than intended.

More importantly, it seems like objects aren't being clipped properly by the UIPanel and they are "bleeding over" the remaining UI items. I've already covered collision issues by making sure that important buttons and colliders, sit above objects that were clipped by the UIPanel.

The panel below is also a draggable panel, with the list being populated dynamically, properly hierarched in the tree in terms of parent/children and the parent most object has a collider with a UIDragPanelContents with it in order for the items to be draggable.

I've attached two images to show the issue. You can see that in the second image, the total player score sits at a higher z and layer than the game round summary table. But the clipped objects can still be seen above the background, defined by the dark grey area.

Please let me know if I can provide more information or what I should look into in order to try to resolve this issue.

Thanks a ton and cheers!

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Hey Guys,

I got the same issue. I have two atlases (one for my fonts and one for my objects) and the font keeps disappearing and re-appearing. I'm going to assume that it's the same issue as nah0y described above. Would really like to fix this but would rather not have to put all of my textures in one atlas since I'm not sure they will all fix.

I'm gonna try a few approaches to see what happens. Thanks for the info on the multiple atlases and it's impact nah0y!

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NGUI 3 Support / Re: WWW Loading texture into NGUI
« on: October 10, 2012, 10:08:28 PM »
Hi there Aren,

I wasn't sure whether to start a new thread or not and since I found this one I figured I'd put it here.

I've bought NGUI and I'm currently building out a words-with-friends like game interface and I'm currently getting it to load pretty alright. Still haven't gotten the UISprites to update based on user profile images (in-app Facebook friends list). Having said that, I'm just doing that right now and was looking for examples on how to do so.

Now, I kinda got this down, I request the texture, get a texture/material setup and assign it to the UISprite, alright. Now my question is about getting the atlas going. I just read this thread and saw that for each texture changed, there will have to be draw call, so I just want to make sure that if a user has 400 friends, that my game won't crawl to a halt...

I'm pretty much at that stage now since I have my friends lists being loaded and everything, I just want to make sure that I develop a solution that will work here and I'm very interested in what suggestion you might throw my way.

Cheers!

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Thanks for the response and letting me know about the plugin bit.

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NGUI 3 Support / Dynamic atlas generation - Facebook social component
« on: June 30, 2012, 05:58:51 PM »
Hi there Aren,

Been reading up quite a bit on NGUI and downloaded the free version (I read it's really out of date, is that still the case?).

I haven't gotten started with things but basically I got a game finished and I'm building the backend/social component of it now and thinking of using NGUI to handle the menu system.

Having said that, I read that for NGUI to handle images, everything needs to exist within atlases. I'm guessing that it's fairly straight-forward to re-jig atlases at run time and re-build them? I'm thinking Facebook friend's images here.

How would you suggest that this get handled? Create atlas objects beforehand, populate them at run-time, build them at run-time and then display?

Cheers.

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