Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - alexv

Pages: [1] 2
1
TNet 3 Support / Re: is TNET suited for this?
« on: July 31, 2016, 11:59:54 PM »
thanks michael, I really appreciate your feedback!

2
TNet 3 Support / is TNET suited for this?
« on: July 29, 2016, 08:16:26 PM »
Hey Michael, I'm planning to migrate out of UNET, and since I love ngui, Im considering TNET as a first option, but I'm wondering if its suited for this, I'm basically using unet's Low Level Api.

So I dont need lobby management, var syncing, remote spawning or any automagic on client/server communication for this particular project, I just need to make a dedicated lan server listening for connections on a given port on awindows build and many android clients connecting to it, so there will be clients sending commands to server, and server sending commands to clients, that's it.

and for certain messages I need something like unet's qos "ReliableSequenced" channel, where packet order and packet delivery is guaranteed, what sending options does TNET offer?

any info would be appreciated
thanks michael

3
I don't expect their home phone number, but at that price point an email address that I could expect an answer from in a couple of days is certainly called for.

I bought NGUI because Unity's UI system is complicated.  If I wanted to spend all day learning how to use a UI system, I don't need to pay Tasharen for that.  I could do that learning the Unity UI system for free.  If NGUI isn't substantially easier to use, it's not of much value to me (certainly not what they're charging for it).

mail support is not practical, since nobody else can read the given answers, a forum is really much better way to get support, not only the authors can give you answers but other people using the product can too, and you can search the forums for similar issues. If you look at it that way, you'll see how much better it is than mail or a mailing lists for support.

you don't have to spend a whole day learning it, just watch the first two tutorials (less than 20 mins all together) and you would be ready to get started, and if you're feeling wild you can spend 20 mins more on the 3rd tutorial, it's even all indexed so you can skip the parts you don't want to know about.

trust me, those vids was the only thing you needed to get started, and they are so clear and well explained.




4
you are using 1280x720 ui root
and portrait mode in the game view (which is not visible on that screen, and I'm only guessing)

you should watch the tutorials, they are the best way to get used to ngui:
http://www.tasharen.com/forum/index.php?topic=6754

direct support from tasharen? right here in the forum,
but you just can't expect 24/7 direct support on a one-time u$95 subscription only, right?
just lower your expectations, and read the documentation and tutorials, you can't expect replace a learning curve with an instant support. Let's be realistic!




5
NGUI 3 Support / Re: Input Events on VR
« on: June 05, 2016, 12:22:38 AM »
I'll see about doing it this weekend (tonight or tomorrow).

you're da man!  8)

thanks

6
NGUI 3 Support / Re: Input Events on VR
« on: June 01, 2016, 10:29:51 PM »
Yes, it's possible in NGUI 3.9.9 that's in the Pro repository right now. You can set UICamera.GetMouse / UICamera.GetTouch delegates, which by default just use Input. You can change them to be something else.

thanks for the info, I have a standard NGUI license (version 3.9.8 is the latest in there) any idea when will 3.9.9 be rolled to standard licensed people?

thanks !

7
NGUI 3 Support / Input Events on VR
« on: June 01, 2016, 01:05:15 PM »
Hi there,

I'm using NGUI on a Gear VR app with "3D World" Event Type, and was wondering if I could use the VR Camera to trigger OnHover and all other built-in ngui events.

I understand NGUI uses Input.MousePosition to check for events like Hover, but I'd like to use a fixed "center" position from vr camera instead.

there is a MousePosition provided by Gear VR , but it's used for the touchpad on the side, which does not behave like a mouse cursor at all, and I don't want to trust its values, since they don't necesary match the center of screen all the times.

any insights on this?
thanks

8
NGUI 3 Support / Re: UIPanel's Refresh is not working for me
« on: March 16, 2015, 09:56:06 AM »
To force it you can run NGUITools.ImmediatelyCreateDrawCalls but it's a bit of a bitch to run (quite heavy), so use sparingly.

that nailed it !! thanks!
I might ispect the actions ImmediatelyCreateDrawCalls performs, and call the min set of calls to get the result, but so far, that call fixes my issues.

9
NGUI 3 Support / Re: UIPanel's Refresh is not working for me
« on: March 14, 2015, 09:39:40 AM »
I don't think you guys understood my problem, here I go again:

Let's say I have background sprite covering the whole screen (it's actually not 1 sprite, but for simplification, lets consider it only 1)
I want to delete that background sprite and inmediatly create a new background sprite which also covers the whole screen.

for that purpose i do:

Quote
Destroy( oldBackground );
GameObject newBackground= NGUITools.AddChild(someParent, myPrefab);
myPanel.Refresh();

the result?
frame n: the background is gone
frame n+1: new background appears

so I see a black background when swapping out background sprites this way.

my workaround?

IEnumerator DeleteBGOnNextFrame() {
    yield return null; // skip one frame
    Destroy( oldBackground );
}

then I call:

// create new background NOW
GameObject newBackground= NGUITools.AddChild(someParent, myPrefab);

// delete existing background on Next Frame:
StartCoroutine("DeleteBGOnNextFrame");


this way I avoid the black background between deletion and creation.

instead of having to delay the deletion one fame, can't I force the creation of the sprite inmediatly?
I thought UIPanel.Refresh is exactly for that... but re-read now my first original post and see what happens... same thing.

10
NGUI 3 Support / UIPanel's Refresh is not working for me
« on: March 13, 2015, 09:56:34 AM »
Running unity 4.6.1 with NGUI 3.8.0

I've got a script with the following actions

Quote
foreach(Transform child in someParent.transform) Destroy(child.gameObject);
GameObject newChild = NGUITools.AddChild(someParent, myPrefab);
myPanel.Refresh();

basically: it destroys all background sprites, spawns a new one, and forces panel in charge of rendering it to draw it right away, but it is not rendering it the same frame the sprites get deleted... it happens exactly 1 frame after.

is there any workaround?

so far I'm doing coroutines that skip 1 frame before deleting the old sprites, in order to to avoid the visual flickering of having 1 black frame in between background sprite deletion/creation.

I even tried to call Refresh() on every single panel on the scene, but I allways get it rendered 1 frame after creation..

ArenMook, do you have any ideas what could be wrong?

11
ahhh, I see thanks for the clarification! I'm mixing different fonts on the same layer, so that's probably it, now I understand why disable-enable fixed it :)
I will re-organize this depth chaos :)

thanks aren!

12
NGUI 3 Support / label using an extra draw-call for no apparent reason
« on: October 29, 2014, 10:28:52 AM »
Hey there, I've got a widget on its own panel, and for drawing it uses 2 sprites and 6 labels with a total of 3 unity dynamic fonts.

I was expecting to get 4 draw calls to get that widget drawn:
1 draw call for all the sprites + 1 draw call per font.

so, this widget has 3 labels using the same font, and ngui groups them in the same drawcall, really neat!

so far so good.....but....I've noticed one of my labels that shares the same font with the other 2 labels, is being drawn on its own draw-call for no reason...and that specific label is the only one using "Expand Height" overflow.

Weird thing is, if I disable and re-enable that label, it fixes the draw-call issue, grouping it back with the other 2 labels that share the same font, so as a workaround, I have set a script that performs:

void Start() {
   myLbl.enabled=false;
  myLbl.enabled=true;
}

this fixes the issue, but, why is it happening in the first place?

thanks in advance aren!


13
NGUI 3 Support / Re: Runtime baking widgets into textures
« on: October 19, 2014, 11:13:46 AM »
ah got it!

Maybe I could render-to-texture each widget into a single texture at runtime and assign it to a UITexture.

thanks for the responses!

14
NGUI 3 Support / Re: Runtime baking widgets into textures
« on: October 18, 2014, 10:35:05 AM »
thanks for the reply! I didn't know that about transparency, but, what if the widgets are fully opaque? I'm not using transparency on any of their elements, or am I missing the big picture ? would you elaborate if it is?

15
NGUI 3 Support / Runtime baking widgets into textures
« on: October 18, 2014, 01:28:40 AM »
Hi Michael,

I was wondering if its possible to bake a widget into a texture, for using it as UITexture instead.

why? well, I target mobile platforms, so I'm using an allways constrained UIRoot, where I draw some card widget which uses 5 draw calls each (1 drawcall for painting the bg with an atlas, and 4 more drawcalls for the UILabels which renders 4 different unity dynamic fonts faces with keepcrisp=allways and hinted-smooth  rendering mode).

I use up to a maximum of 10 of these widget cards simultaneously, each with their own text contents, and each card have to be stacked over the other at different depths, so I add a panel to each and get a total of 50 draw calls just for drawing 10 of these stacked cards at once.

the benefits: I get razor sharp font edges at all resolutions and pixel densities, but performance is not the best (hinted smooth, allways keep crips, 50 drawcalls...)

I don't like the idea of using any method that blurs my fonts, you know the font I use is quite small, but still readable because it's so razo-sharp with the hinted mode and keep crisp options), so I can't consider a blurred font solution.

so, I was hoping to reduce 50 drawcalls to 10 calls if I could "cache" or "bake" each widget into a big texture and display 10 of those as UITexture, after all, once the widget is created, it never changes/resizes nor scales again, I just animate the transform, so UITexture could fit really well!

do you think it is possible? or maybe you know any trick or workaround to reduce the draw calls while keeping the fonts crisp on constrained uiroot ?

thanks for the help!!

Pages: [1] 2