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Messages - Phoenix2518

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Understandable, yeah. I recall an upgrade breaking another project a while back, and therefore we've been trying to avoid upgrading. Fortunately, my client built a standalone from his computer just last night in which the text looks fine. He doesn't have access to Unity Pro yet, so we'll have to wait until he does for a final answer. No idea what could possibly be different on my machine, but we'd be fine with him outputting all the final builds.

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Hi, thank you. I happened to be in the middle of a major revision and wasn't able to work on anything else until completed.

There is no quality or resolution dialog, so my client isn't changing settings on start. I checked Quality in project settings, and the highest (Fantastic) is default.

I haven't upgraded in a while; I'm still on 3.5.9. I think I remember Constrained UI being an option, but I don't recall where. Under UI Root, for Scaling Style I only see Pixel Perfect, Fixed Size, and Fixed Size On Mobile. I have it set to Pixel Perfect. My client's monitor just happens to be a lot larger; I'm on a small laptop. I don't allow a resizable window, so my client can't be changing that either.

I'm not forcing OpenGL, so I assume it's defaulting to DirectX. Are there any other possibilities?

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Hi there. I have a couple of simple UILabels and a sliced button for an input prompt ("Talk" in the bottom center), which all appear pixel perfect on my laptop but are somehow blurry on my client's machine. I'm including links to screenshots of my computer and his (may have to download to view in detail). I've tried every suggestion I can find on the web. I call MakePixelPerfect() on the labels and button during initialization. There are no floating point values for local position anywhere in the hierarchy. The camera Scaling Type is set to Pixel Perfect, and I disabled anchors. Since I'm using Arimo 20, I tried switching from our preferred 24 point to 20.

The correct resolution is specified in the player settings with no resolution dialog to mess things up, so I don't understand how the text can look differently at the same resolution. What else can I try?

http://i1343.photobucket.com/albums/o800/BrianCrandell/Local_zpswptgobac.png
http://i1343.photobucket.com/albums/o800/BrianCrandell/Other_zpsttostggc.png

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NGUI 3 Support / Re: UIInput text after losing focus
« on: December 07, 2014, 12:39:39 PM »
Almost two years later, I encountered the same issue. I have to agree with StridingDragon - losing focus should be considered submitting the text. After all, that's how every text box in the Unity editor works, for validation purposes.

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