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Messages - arun02139

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1
NGUI 3 Support / Re: Custom Drag Drop Item Behaviour
« on: August 25, 2014, 04:50:34 AM »
Dear Aren,

Thanks for your vigilant support in these forums!

I've used a custom UIDragDropItem to move little widgets between NGUI scroll views, but now I'm trying to drag a widget from a scroll view and onto a 3D object (drawn by a different camera than NGUI) and my 'surface' is always null..

Is there an intended/clean way to accomplish this? 

Thanks :)

2
NGUI 3 Support / Re: NGUI 3.6.1-3.6.2 depth issue
« on: July 12, 2014, 03:30:35 AM »
Spot on, Aren.

I added 'MarkParentAsChanged' when retrieving a pooled object (after re-enabling it) in my PoolManager class and this issue disappeared like a puff of smoke :)

Thank you kindly ~

Arun

3
NGUI 3 Support / Re: NGUI 3.6.1-3.6.2 depth issue
« on: July 10, 2014, 11:57:31 AM »
I wonder if this is related to this issue?  Not sure, so sorry in advance for not starting a fresh thread..

I have a prefabbed menu that contains a scroll view using soft clipping.  The hierarchy looks like this:

-(some nested widgets)
--Scroll View (depth=9)
---Grid
----Button 1 (depth=10)
-----Label (depth=11)
----Button 2 (depth=10)
-----Label  (depth=11)
----Button 3 (depth=10)
-----Label (depth=11)
----Button 4 (depth=10)
-----Label (depth=11)

The goal is that only 3 buttons should be visible within the scroll view at a time.  The first time I instantiate the prefab everything works as expected, but the next time I load this menu, I get the behavior that the (UI sprite) buttons are not clipped, but strangely the UI Labels nested below them are (see attached image).

FYI I've also been using my own pooling system to keep these UI prefabs disabled but in memory when I don't need them, which has been working fine for several months as far as I can tell.

In the Unity editor, If I disable/enable the offending (UI sprite) button's Collider 'auto-adjust' check-box, it temporarily fixes the problem until then next time I close and open the menu.

Using NGUI 3.6.7.

Cheers,
Arun

4
I encountered the same issue, using wallabie's supplied solution without issue for the time being ~ thx wallabie!

Arun

5
I just want to add that adding the main camera back in also solved this (or a very similar) problem for me :o

Happy coding, all =)

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