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Messages - Aze

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NGUI 3 Support / Re: Broken Atlas on old Android devices
« on: September 28, 2015, 05:02:27 AM »
Hello Dezachu,

Thank you very much for you input! I have tried to limit atlases to 2048x2048, and had to put my fonts in a separate atlas. With that done, I can now set the Atlases textures to any import type I want: Editor GUI, Advanced, etc. and everything works peferctly on old devices, ETC1 or not!

Great!

So, to correct this issue... Simply limit your atlases to 2048x2048 on Android, and it'll run everywhere even with ETC1 without any issues :)

Thanks again, all!

Cheers,
Aze.

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NGUI 3 Support / Re: ETC1 breaks Atlas
« on: September 27, 2015, 12:28:53 PM »
Hello to you all,

Thanks ArenMook for your response.

I've managed to correct the issue with having the actual device in hands. The TrueColor or compressed texture format wasn't the issue.

Setting the texture type to anything but Texture creates this issue on old devices like Samsung Galaxy Trend, even with no texture override in the build settings, and setting everything to TrueColor.

If anyone has this issue, you need to set your Atlas file import type to Texture. I have not managed to find another texture import type which doesn't create this problem - even though I tried every single option in the Advanced mode.

Thank you all again,
Cheers,

3
NGUI 3 Support / Re: ETC1 breaks Atlas
« on: September 17, 2015, 12:43:16 PM »
Thank you for your reply, cbartlett ;)

I have tried many different texture compression and I do not know which one I should use. You mean not Editor GUI and Legacy? Because my aim is to stay in ETC because I need the game to run on these devices.

I unfortunately do not have an old enough device to try and run each texture import parameter one by one. My client reported this issue to me and he is not reactive at all so I cannot send him build to try out... And this bug only happens on his device (Galaxy Trend).

I really have a feeling it's due to the alpha channel stored in the atlas... But I cannot find a way to actually do without it.

4
NGUI 3 Support / Broken Atlas on old Android devices
« on: September 17, 2015, 10:42:58 AM »
Hello everyone.

First, thanks ArenMook for making such a great plugin; I've been working with it for a long time and it's great. It's the first time I have an issue like this.

Here's my issue:

My game renders UI nicely across most Android devices. However, on older devices which only support ETC1 compression format (which doesn't support Alpha channel if I understand correctly), all sprites and bitmap fonts just show white rectangles (screenshot as attachment).

My Atlas material has the shader Unlit/Transparent Colored, and the Atlas texture has the import settings as Editor GUI and Legacy GUI. Either filters settings don't change anything.
The Texture Compression in the Build Settings is set to ETC (default).

I can reproduce it within the editor by selecting the atlas' texture, setting it to Texture import type and checking the Alpha from Greyscale checkbox. Maybe that means that old devices have this option forced at runtime, and they end up trying to get alpha values from the Atlas' grayscale, and that information is missing in my atlas?

Would that mean that I need to extract the alpha channel from the Atlas texture, save it in a separate file, and change the shader on the Atlas that would handle that?

If that's the case, which shader should I use to achieve this?

I'm using Unity 5.2 and NGUI 3.9.2.

Thank you very much for reading.

5
NGUI 3 Support / Event arguments in Inspector with Unity 4.5.1
« on: June 18, 2014, 05:56:39 AM »
Hello!

First, thanks for the great work you do on last NGUI updates!

I'm on Unity 4.5, and some new elements are serialized, like structs. Maybe that's why we now can now manually set arguments for events on components like UIButton's OnClick().
Unfortunately, no default values are set within the Inspector for these arguments, so if you hit Unity's Play button, I get errors saying "failed to convert parameters", which makes sens.

To illustrate this, in the example below, I have to find a bool that is set to true somewhere in my other components if I want to play a tween forward:



Would you have an easy way to avoid having to set these parameters manually in the inspector for each event?
Or is that normal? It didn't seem to be like that in previous versions.

Thank you ;)

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