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Messages - burtonposey

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NGUI 3 Support / NGUI Green handles - can I remove these
« on: April 30, 2013, 02:06:07 PM »
These things have become a hindrance to me being able to position things and work with the built-in Unity handles. I tried to look for some help on this a month or so ago and I think it was stated that this would be rectified after GDC. I have the latest version and these green handles still constantly get in my way or alter the default Unity behavior. I go to move on the X, sometimes it stretches my Label. Sometimes it's offered to rotate the label for me. It also has changed the default behavior of trying to move on one axes to two axes. Why would that be a default behavior? I would use the new built-in plane movement on the Unity handles if I wanted to do that.

While these handles probably have their place, maybe they should be put behind a modifier key. I am going to have to input all my positioning of NGUI created assets in the Inspector because the functionality is blocked in the Scene view by these intrusive green handles. I truly appreciate you guys wanting to improve the product, but this was a misstep and I might go and hack the code up to remove it myself if I need to. I don't want to get away from your versions though.

Please let me know how I can help with tweaking, testing whatever. It's getting in my way of using your great product. Thank you for hearing me out and I hope my feedback was helpful. It's not meant to be critical of you guys as developers, I'm just passionate enough about how easy it's been to use NGUI to this point and want to fight to keep it that way.

I'm using Macbook Pro Retina (using Unity on a Thunderbolt Display) and I have Unity 4.1.0f4

Thanks again

2
NGUI 3 Support / Re: UIToggleButtonInspector.cs errors after updating
« on: September 21, 2012, 11:06:00 PM »
Awesome. Thanks for the reply. I can rest easy I'm not breaking the codebase.

Only other stuff I carry over from version to version is changing a lot of your private stuff to protected so I can actually override some of the classes.

Thanks again.

3
NGUI 3 Support / UIToggleButtonInspector.cs errors after updating
« on: September 21, 2012, 09:21:21 PM »
Greetings,

I just updated my NGUI as was greeted with the following error:
Quote
Assets/NGUI/Scripts/Editor/UIToggleButtonInspector.cs(48,63): error CS0117: `UISpriteInspector' does not contain a definition for `SpriteField'

What I've noticed is that the latest version doesn't have this function, but the old one did. I also noticed that UIToggleButtonInspector wasn't in the package to update, so I'm not sure what the deal is. I tried trashing UIToggleButtonInspector from my project to see if I could force the package importer to make it come in anew with the latest version, but I do not see it in the import dialog's hierarchy.

I did solve my issue in a less than ideal manner by dumping the UIToggleButtonInspector script.

I'd love some help with this. I haven't had this much trouble in the past getting the new versions integrated. Perhaps I should have started from scratch? Thanks for any and all help.

4
Cool. Thanks for the tips. I'll take a look at the UICamera code tonight.

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Hey there,

I am trying to create the UI interaction where a user presses on a button and then leaves the interactive area of that button and the button stops responding. At the very least I'd love to have NUI not follow through on a button press that is wired to fire "OnRelease" when I release on something other than the GameObject. I've spent the past two hours trying to find out who calls the shots in the event flow for NGUI, but I can't figure out where to rewrite the code to make this happen. I know the way it's written right now, it doesn't matter where I "OnRelease", NGUI is pretty hellbent on "OnRelease"ing from the button I first pressed. I personally think this is flawed logic, and is definitely counter to the iOS UX.

I've tried to think of some workarounds, but I really need to figure out who is keeping OnHover(GameObject, false) from getting back to the button while it's pressed. This is where the UX starts to deviate from the iOS interaction paradigm.

Thanks so much for the help. I hate having to bother anyone else, but I just haven't been able to figure out where things are definitively happening in the NGUI event flow.

Take care - Burton

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NGUI 3 Support / Re: Subversion missing Atlas changes
« on: August 08, 2012, 11:22:07 AM »
Awesome. That works great. I appreciate the help.

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NGUI 3 Support / Subversion missing Atlas changes
« on: August 08, 2012, 12:30:43 AM »
We just started using SVN for our project, but my artist told me his UI looked funky when he updated. After studying the problem for quite a while, it seems the problem is the Atlas prefabs are never getting marked as updated.

I have a workaround, which is kinda lame. I take the atlas, drag it into the scene and add an empty GameObject to it as a child. Then, I hit apply to change the prefab. Once I save the scene, SVN now picks up on it as being changed. I can then remove the instance from the scene. If you remove the empty GO before you commit, Unity is smart enough to see that it's the same definition it started with and will no longer consider it as modified.

There's no setting I found that I could make on the Atlas itself that would mark it as changed, which is unfortunate. Wonder if there's a dummy value or a checkbox that could be added to just toggle one way or the other to get the atlas marked as changed?

Figured I would share this. I was puzzled when my artist said my update screwed up the UI. At this point I realized that though I had updated the Atlas, the prefab itself was not showing it was changed (though it had new atlas positions for all of the sprites). Any idea how this could be remedied?

Thanks and take care,
Burton

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NGUI 3 Support / Re: How to find UI in runtime?
« on: July 02, 2012, 12:35:02 AM »
How many times do you need to find it? In most cases you should, at most, need to find it once and then store a reference to it in a class variable of whatever script you are trying to utilize it.

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