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Messages - Gaxil

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1
Perfect! I had already implemented the onRender, it was the replacement shader which was not defined! Thank you very much for the fast help!

By the way, congrats again for your very nice product! I use it intensively since many month now and was never disappointed, really helpful for my app's development! Also great on the performance side, even with hundreds of sliders and stuff going on. I've attached a screenshot with the new curve control working fine now :) Thanks again!

2
Hi,

I'd like to use a special shader for a specific sprite, so I've created an atlas and have assigned my custom material to that Atlas. It's working fine if my sprite is on the root of my interface, but when I try to load my sprite resource and attach it to panel/container (using NGUITools.AddChild), it is displayed using another shader, not the one I wanted.
I've checked with the Show Draw Calls tool to investigate and it is reported to be displayed using my special shader albeit it is clearly not using it.

You can see it on the attached screenshot. On the left, it's using a regular shader, on the right my custom one (working).

Is there anything I should modify or check?

Thanks

3
It is happening in Unity 5 RC2 for sure and since many versions of unity5, but I'm not sure about the 4.x version as I've moved my project to V5 since some weeks/months now.

4
NGUI 3 Support / Maximizing window make part of the interface unavailable
« on: February 16, 2015, 04:10:14 PM »
I have a strange problem that occurs only when unity runs stand alone and never when I'm in the editor. When I start my program, every buttons/sliders are available and are working fine, but if I increase the size of the window (either maximizing it or dragging it) every buttons/sliders that are now in the extended part of the window are not responding (the debug info told me that I'm on the UI root even when above one of them.). If I start with a larger window, no problem, I can shrink it, everything is fine and I can increase its size again without any problem. It really looks like the available area for the UI is defined at the start of the program and is never updated again.

Any help would be welcome :) ... Thanks in advance.


5
NGUI 3 Support / Re: Scrollview, dynamic content and scale problem
« on: May 21, 2014, 02:02:59 PM »
Thank you very much, it works like a charm!

6
NGUI 3 Support / Re: Scrollview, dynamic content and scale problem
« on: May 21, 2014, 11:28:34 AM »
By the way, I forget to mention that I've also tried to use NGUITools.MarkParentAsChanged() without any success (well, I got the exact same result).

7
NGUI 3 Support / Scrollview, dynamic content and scale problem
« on: May 21, 2014, 10:48:48 AM »
Hi,

I'm trying to create a dynamic interface by instanciating prefabs I've made (sliders, checkboxes ...) and attaching them to a widget. It was working really well when no scrollview were involved, the anchors were resizing everything correctly.
But since I've parented my widget to a scrollview, I have a completely out of scale UI, like 300x bigger. Changing the transform scale in the inspector is working fine, but not by script.
If I'm doing the same thing manually in the editor, I can get everything to work fine, but it's quite screwed doing so by code, the problem is there as soon as I have to modify the parent of an instanciated prefab by code ...

Any idea how to solve this?

Thanks in advance ...

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