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Messages - LightStorm

Pages: [1] 2
1
NGUI 3 Support / Re: I'm losing pixel-perfect on mobile
« on: October 06, 2014, 08:04:41 AM »
I also have the same problems on my iPad 4th gen not just the iPhone 6. Could it be an iOS 8 issue?
I think you should try to install latest Unity patch release and try to test this with it. Latest patch release is: "Patch 4.5.4p3 Released: 3 October 2014"

2
NGUI 3 Support / Re: I'm losing pixel-perfect on mobile
« on: October 06, 2014, 03:02:20 AM »
Hi All.
I think it's because Unity 4.54 don't support iPhone 6 and iPhone 6 Plus.
Check this:
Quote
Improvements

    Linux: Implement screen-fullscreen command line option.
    OSX: Implement show-screen-selector command-line option.
    iOS: Added iPhone 6 & iPhone 6 Pl.
here - http://unity3d.com/unity/qa/patch-releases in Patch 4.5.4p1 release.


3
Hi all.

Does anybody know how to immediately recalculate local position for widget right after anchor value change?

Thanks.

4
NGUI 3 Support / UIEventListener missed functions
« on: June 25, 2014, 02:26:30 AM »
Hi, Aren.

Could you please add OnDragOver and OnDragOut functions to UIEventListener class?

Thanks.

5
NGUI 3 Support / UIWidget OnInit change in v3.6.4
« on: June 24, 2014, 09:06:11 AM »
Hi Aren.

I've updated my NGUI from version 3.6.3 to latest 3.6.5 and get a problem. My project has several scenes that are loaded asynchronously and program can switch between them by disabling old scene and then immediately enabling new scene. After 3.6.5 update I noticed that there is a small gap in render with completely blank screen when scenes are switched. And this problem is present only in built project and not in the Unity Editor. It looks like the first Update of all widgets in the scene is always skipped and they are not drawn or something..
I found this change in UIWidget.cs OnInit() code:
  1. #if UNITY_EDITOR
  2.                 if (!Application.isPlaying) Update();
  3. #endif
  4.  
I revert it to simple
  1. Update();
like in 3.6.3 version and everything works fine.
Could you please describe this strange change in 3.6.4?

6
What does this mean?

7
NGUI 3 Support / Problems with BoxCollider2D and Unity v4.5.0f6!!!
« on: June 02, 2014, 06:52:27 AM »
Hi all.
Today I've updated my Unity v4.3 to latest 4.5.0f version and noticed that some GameObjects inside NGUI Root with BoxCollider2D component doesn't receive any events (OnClick, OnHover and etc). In my project each BoxCollider2D with width or height smaller than 20 just dissapeared from EditorView and don't working anymore. After some investigation I've found this link. It looks that it is impossible to use BoxCollider2D with Unity v4.5.0f6 without problems. :(

Aren, could you please stick this warning so other people would know about this nasty bug in Unity.

8
Hmm.. strange things..
Of course I have tried it myself and it works on specified values (from my previous post).
I just checked it again with different scales and saw that it's a Unity bug. My apologies.

May be there is a solution to handle "Duplicate" command and do "Pixel Perfect" right after it?

9
I don't think so. This can be easily verified..
Just create empty GameObject (not NGUI) and set it scale to something like {0.002604167, 0.002604167, 0.002604167} (normalized numbers like in NGUI Root).
Then add child GameObject inside it and adjust it position. Now if you press Ctrl-D on it (duplicate) it will be cloned and new GameObject will have exactly same scale and position.
So it's NGUI bug.

10
NGUI 3 Support / Wrong position and scale for duplicated object.
« on: May 27, 2014, 04:02:59 AM »
Hi, Aren.
There is a annoying behavior in NGUI with duplicating objects in Editor. Duplicated object has wrong position and scale which are not the same as position and scale of original object.
For example:
original object has - position{333, 384, 0}; scale{1, 1, 1}
duplicated object has - position{333.0002, 384, 0}; scale{0.999936, 0.999936, 0.999936}

It can be easily fixed by pressing Alt-Shift-P (Make Pixel Perfect) but why NGUI can't handle this?

Thanks.

11
NGUI 3 Support / UILabel small bug in Editor Play mode
« on: May 26, 2014, 04:12:03 AM »
Hi.
There is a small bug in UILabel in NGUI v3.6.1.
I'm trying to change content of label while it's disabled and then get Height of it. Inside Editor Play mode label returns wrong (old) sizes. But builded app works ok.
I think this should be fixed by adding Application.isPlaying check in ProcessAndRequest method in UILabel.cs, so label will be updated in Editor Play mode even if disabled. Thanks!
  1.         void ProcessAndRequest ()
  2.         {
  3. #if UNITY_EDITOR
  4.                 if (!Application.isPlaying && !NGUITools.GetActive(this)) return;
  5.                 if (!mAllowProcessing) return;
  6. #endif
  7.                 if (ambigiousFont != null) ProcessText();
  8.         }
  9.  

12
NGUI 3 Support / Re: REQUEST: Number of printed lines in UILabel
« on: April 23, 2014, 08:38:03 AM »
Thanks.
BTW: It's works but this solution is time consuming especially with big amount of text.

13
NGUI 3 Support / Re: REQUEST: Number of printed lines in UILabel
« on: April 23, 2014, 07:54:20 AM »
Yes, but I need number of printed lines when I use fixed width for label and text was wrapped.
How can I do that?

14
NGUI 3 Support / REQUEST: Number of printed lines in UILabel
« on: April 23, 2014, 04:51:33 AM »
Could you please add number of printed lines to UILabel component? Sometimes it's very useful to see how many lines of text was used.

15
NGUI 3 Support / Re: REQUEST: Make widget-depth inherited
« on: April 23, 2014, 04:45:07 AM »
I do not agree with this. Because there are many situations when child object should be behind it's parent. Also requested behavior will break compatibility with previous NGUI versions.
While I agree that the depth in the child object should automatically increase when we first add it in editor.

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