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Messages - nkls

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1
NGUI 3 Support / Re: Force interface to middle monitor in 3 monitor setup
« on: December 09, 2014, 04:42:29 AM »
We did this in a recent project. With this simple line of code:
iUICamera.rect = new Rect(1 / 3.0f, 0, 1 / 3.0f, 1);

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NGUI 3 Support / Re: UIWrapContent with one end closed
« on: April 14, 2014, 04:30:05 AM »
sweet, thank you!

3
NGUI 3 Support / Re: UIWrapContent with one end closed
« on: April 14, 2014, 03:47:02 AM »
Could someone please give me a hint on what to change inside the WrapContent() to get this behavior?  :)

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NGUI 3 Support / Re: Not getting a down state with Touch
« on: April 03, 2014, 11:40:13 AM »
I have the same problem on my touch screen (AG Neovo TXW 42).
Would be very happy if anyone finds a solution!

5
NGUI 3 Documentation / Re: UIInput
« on: March 19, 2014, 05:05:06 AM »
a quick request:
when selecting an input field, it clears itself. i would like an option that keeps the default text until you actually write something into the field.
we´ve changed this line
  1. processed = selected  ? "" : mDefaultText;
to
  1. processed = selected && !KeepDefaultTextOnFocus ? "" : mDefaultText;
where KeepDefaultTextOnFocus is a public bool.


6
NGUI 3 Documentation / Re: UIInput
« on: March 07, 2014, 03:42:48 AM »
If you wanted to set the selection yourself, you will need to expose mSelectionStart / mSelectionEnd and call UpdateLabel() after changing them.

Thanks for answering, great support as always. Is it possible to implement this as an option in a future update? Maybe a "select text at focus"-checkbox or something.

7
NGUI 3 Documentation / Re: UIInput
« on: March 04, 2014, 05:58:16 AM »
I have an input field controlled by a custom made keyboard. How do I focus my input field without selecting the text in it? I just want to show the carot at the current position in the text, without selecting the text itself. 

8
NGUI 3 Documentation / Re: Localization system
« on: February 21, 2014, 03:34:53 AM »
Great update. The preview and the support of csv´s in 3.5 are awsome. 
Got one question. I´ve managed to read my localization from a csv (saved from google spreadsheet) , but I cant get the line break to work on my localized labels  :/
I´ve tried \n , but doesnt seems to work.. Any advice on this?
I

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NGUI 3 Support / Anchor child, ignore parent scale
« on: February 04, 2014, 06:44:16 AM »
Hi! First of all, great work on NGUI. The new anchor system is really easy to work with.
Got a quick question.. Im doing a popup-window, and my hierarchy is set up like this:

Panel
-Popup graphics
-Background sprite

Im using a tweenScale on my Panel to scale up my Popup graphics. While I do this, I want the background sprite to cover the screen.
I´m using the new anchor system to anchor the background sprite (target UI Root).
 
Problem is, when im running the tweenscale on my Panel, the background sprite scales to. How do I keep my background sprite to ignore the scale of its parent panel?

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NGUI 3 Support / Re: Tweening relative offset in anchor
« on: April 02, 2013, 05:11:27 AM »
sorry for answering late, glad you fixed it! :)

11
NGUI 3 Support / Re: Projects made with NGUI
« on: March 04, 2013, 05:44:04 AM »
Our latest title, "The Jump: Escape the City" uses NGUI.
It is a free-to-play, high speed gaming app released on iOS and Android smartphones and tablets.

You´ll find it here:

iOS:
http://www.appstore.com/thejumpescapethecity

Android:
http://play.google.com/store/apps/details?id=com.gonegaming.thejump

And here is a link to the trailer:
http://www.youtube.com/watch?v=saYszYBJ474



12
NGUI 3 Support / Re: NGUI, BMfont & scale
« on: January 03, 2013, 03:44:37 PM »
thanks for answering! problem is, Im having 5 or 6 different fonts, and some of them are quite big. Dont want to load the high def fonts on the SD devices...
I could solve this by exporting the fonts in different sizes from bm font, but this forces me to rebuild the atlas manually for each of the three different resolutions... would have been very handy to to be able to just use the unity import.. 

13
NGUI 3 Support / NGUI, BMfont & scale
« on: January 03, 2013, 12:50:22 PM »
Hi all!
Not sure if this is a NGUI or a bmFont-question, but I hope somebody is able to help me.

I have 3 different atlases, one SD (512x512), one HD (1024x1024) and one SHD (2048,2048).
Im using my reference-atlas to switch between them, and this works great for the sprites.

My problem is my fonts. They are on my atlas, and when I made them in bmFont i used the SHD resolution.
I use unitys importer to make the smaller SD & HD copy of my atlas texture (by setting max size).

My fonts works on the SHD atlas, since the font textfile is made from that size.
But when i switch to the HD or SD version unity tries to read from the same area on the atlas as on the SHD, which causes a mess.

Is it any way to make the font to use texture coordinates instead of pixel values? as the sprites on the atlas does? Or how do you guys solve this?

Thanks again for support!




14
NGUI 3 Support / Re: Scale UILabel, override PixelPerfect
« on: December 10, 2012, 01:24:29 PM »
I am changing my atlases depending on resolution,and just to make sure everything is pixelperfect after the switch.. maybe thats a stupid way to do it...

15
NGUI 3 Support / Scale UILabel, override PixelPerfect
« on: December 10, 2012, 11:12:15 AM »
I have a UILabel, and I want to scale it to 1.5. I am making my label, and parent it under a GameObject.
I scale the parent GameObject to 1.5, and everything looks good in the editor. The problem is, at start, I broadcast a MakePixelPerfect-command. This makes my parent scale from 1.5 to 2, and my label gets to big. I understand that this is by design, but I wonder how I can override this command only on my parent object (i still want to broadcast that command).

Any ideas?

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