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Messages - peterworth

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1
is there any reason this option is disabled for multiline labels? i wanted it hidden for my multiline label, so i removed the test for multiline on line 229 of UIInput.cs, and it seems to work fine

2
I found out the problem - the error was very misleading...

It was to do with a mistake i had made where i was loading prefab ngui bits into static variables in a non-static Start() method

3
Hi, my project was working fine, i don't *think* i changed anything, but have suddenly started getting a few of these errors at runtime:

ms_IDToPointer->find (obj->GetInstanceID ()) == ms_IDToPointer->end ()

followed by:

NullReferenceException
UnityEngine.Material..ctor (UnityEngine.Shader shader)
UIDrawCall.CreateMaterial () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:329)
UIDrawCall.RebuildMaterial () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:345)
UIDrawCall.UpdateMaterials () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:365)
UIDrawCall.UpdateGeometry (Int32 widgetCount) (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:502)
UIPanel.FillAllDrawCalls () (at Assets/NGUI/Scripts/UI/UIPanel.cs:1343)
UIPanel.UpdateSelf () (at Assets/NGUI/Scripts/UI/UIPanel.cs:1227)
UIPanel.LateUpdate () (at Assets/NGUI/Scripts/UI/UIPanel.cs:1181)

This is with ngui 3.7.5 and unity 4.5.5f1

It seems to be something to do with my UITextures and UILabels having material set to 'none'? but this hasn't caused any problems before.

I'm not sure how to start debugging this. It seems to happen with all scenes with ngui in. I tried reimporting all assets, and also deleting and reimporting ngui.

Thanks for any pointers.

4
When you do UIInput input on an iPhone, there's a toolbar above the keyboard with the text input and done/cancel buttons - is there any way to hide this?

It's a bit clunky to have the input in two places for the way i have the interface (the label that the input is attached to, and again in the toolbar), and i have the done/cancel functionality covered in the actual interface as well.

Cheers for any pointers!

5
NGUI 3 Support / Re: Focus between multiple UIInputs
« on: July 02, 2014, 06:13:17 AM »
Hi, i have a similar problem. I have multiple UIInputs on the screen, and then on iPhone:

- i touch one of the UIInputs and edit the text (works fine)
- then touch the next UIInput (without pressing "done" first), keyboard goes away momentarily then comes back as you would expect, but now nothing has focus, entering text in the keyboard doesn't do anything to the UIInput.

None of the fixes suggested above made a difference. Is there anything else i can try? Must be quite a common problem for input form kind of situations

Thanks

6
NGUI 3 Support / Re: NGUITools.AddChild creates duplicate objects
« on: May 02, 2014, 09:18:00 AM »
YES!!!

thanks so much for posting the answer, i've spent about 2 days stuck before finding this.

So if using Resources.Load in combination with NGUITools.AddChild that's all you have to do - just make sure the result of the load is cast to GameObject. Phew.

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