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Messages - andrew2110

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NGUI 3 Support / Re: Anchoring on Screen Resize
« on: February 28, 2017, 11:10:17 AM »
I see, that's not been my experience so far. If anchoring is set to OnUpdate, it updates every frame, if it's set to OnEnable or OnStart it does it once at the beginning and then never again. I shall work out whats going on.

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NGUI 3 Support / Anchoring on Screen Resize
« on: February 25, 2017, 08:05:58 AM »
For the last couple of projects I've had to support Facebook Gameroom, with this users can resize the game window as they want to which has lead me to develop an OnScreenResize method for updating anchoring (so NGUI updates anchors whenever the screen resizes). OnUpdate I try to use sparingly as this is always the major user of CPU time according to the profiler. Is there any chance of an OnScreenResize anchoring type being officially support by NGUI? The way I've got it working feels a bit hacky

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NGUI 3 Support / Re: Understanding issues with TypewriterEffect
« on: February 10, 2015, 07:52:30 AM »
The Dialogue Systems UI does persist from one scene to another, that just seemed to be the only real way to get the Dialogue System working properly. Without adding the extra code to the TypewriterEffect, it would behave nicely as a Typewriter just once and then on the next time the player talks to a character or if the character has more than one line of text to say - the typewriter effect wouldn't fire again and it would just look like solid text.


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NGUI 3 Support / Understanding issues with TypewriterEffect
« on: February 09, 2015, 03:41:22 PM »
Hello,

I've tried many things in trying to get TypewriterEffect to work properly with PixelCrushers Dialogue System and just can't figure out whats going wrong.

I did a youtube video showing how it goes wrong: https://www.youtube.com/watch?v=FmHCukAA46M&feature=youtu.be

Skipping to 14 seconds in shows the TypewriterEffect running correctly a couple of times, then a quick scene change, and then it going wrong.


On looking at the inspector, here's the text in my UILabel component when it goes wrong.

"[CE]W[00]e're in the cloud! I love being able to connect with my Terra Monsters
wherever I go."


To make the TypewriterEffect component work at all with the Dialogue System, I had to add:

"ResetToBeginning();"

in the OnEnable() function of the TypewriterEffect.

Any help would be greatly appreciated, I've tried many many things to trick this into behaving but can't quite understand why it's going wrong.

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NGUI 3 Support / Best way to create this world store
« on: December 05, 2014, 07:56:55 AM »
Hello,



I'm trying to develop my world store that will end up looking like the above. I need this to scale to different aspect ratios, so am trying to detect the size of the tables parent object get the aspect ratio from that and decide on the number of rows and columns from that.

Here's its current state:



The biggest point of confusion right now is how to latch the table to the top left of it's parent object, I can manually position it up there but then if I change the resolution of the game it's no longer in the top left of the parent object. Any advice on this on how to achieve this would be greatly appreciated

6
NGUI 3 Support / Confusion with Drag Drop Item
« on: September 04, 2014, 06:04:36 AM »
After going through the tutorials and examples, I tried just adding in the element I need to work with to one of the included examples:

http://www.blueomega.me/NGUITrials1.mp4

The problem I seem to be having is when the element I want to work with is being dragged, the debug camera shows that the last hit item is always my "MonsterContainer" object. However when I move around one of the example objects, it works as you'd expect, and items can be dragged from one panel to another. Does anybody see what I've done wrong here? I've been stuck with this for far too long now so any help would be greatly appreciated.

Edit: On comparing what happens when my object gets moved around to what happens when the other objects get moved around, I can see that on the other objects the Box Collider component and UIDrag Scroll View components disable themselves where as on mine, they stay enabled always. I'm not sure how to make my object behave like this

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NGUI 3 Support / Re: UI Elements Disappearing, Not sure why
« on: July 29, 2014, 08:04:54 AM »
Thank you :) I'm not sure why the cameras size wasn't 1, I have fixed that. The problem still occurred but if I stopped my "moves panel" from reaching an alpha level of 0 and just disabled the game object when it was about to reach 0, buttons stopped disappearing. Not too sure why it happens still, but this workaround is acceptable for me right now.

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NGUI 3 Support / UI Elements Disappearing, Not sure why
« on: July 29, 2014, 02:31:33 AM »
Hello all,

I'm having an issue with certain UI elements disappearing. If I switch to scene view and back to game view it re-appears, or if I make any adjustment to the UI camera's zoom, the elements reappear then too. I'm not sure where to start looking for a cause of this / how to stop it from doing it.


http://www.blueomega.me/WeirdMovie1.mp4 Here's a quick video showing whats happening. After 10 seconds in, it's ok to skip ahead to 25 seconds in as not much interesting happens during that time.

9
After further searching, it seems that the "custom" anchoring property is what we were after. I hadn't realised that this meant setting the size to a percentage of the space available, which is exactly what I wanted.

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NGUI 3 Support / Evenly spacing N number of UISprites on a UIWidget
« on: July 23, 2014, 02:00:52 PM »
Hello all,

I have had a look around the forums first as I believe that this must have been answered many times but haven't been able to find anything yet.

My question is regarding how to space N number of UI Sprites on a container evenly. For example I have a moves bar which has 4 buttons on it. I would like these 4 buttons to fill the entire move bar, with even spacing regardless of screen resolution. I've done a few experiments using the anchoring system but no luck in getting anything perfect just yet. If anyone can point me in the right direction, that would be appreciated.


11
I started a new scene and played around with that yesterday which worked so I started rebuilding from there. Thank you for the advice though, if I come across the same problem again, that'll be the first thing I go to check :)

12
I'm getting started trying to use NGUI in my projects, have watched the video tutorials (which are really nice btw), but when I drag and drop some of the example GUI prefabs into my scene, they are unresponsive to the mouse - invisible to the camera (which is running in debug mode).

I checked the FAQ for this, and it mentions the physics raycast hit trigger setting, which was already set. But am curious as to what the next step in debugging this now is.

www.blueomega.me/StrangeNGUI.mov is a demo of me trying to click on some of these NGUI elements.

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