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Messages - shaunpeoples

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1
NGUI 3 Support / Re: Work with Text Mesh Pro?
« on: November 06, 2017, 09:56:55 PM »
Yep, you might have to write some bridging code to adjust render queues or alpha values on TextMeshPro, but it is definitely a thing people do.

2
NGUI 3 Support / Re: UILabels breaking
« on: September 23, 2015, 10:06:27 AM »
Saw this issue, changed code, then had the editor complain that Destroy can't be used in Editor. Created all manner of trouble with dynamic fonts.

3
NGUI 3 Support / Re: Unity 5.2 crash (focus/save)
« on: September 23, 2015, 10:03:35 AM »
Same here.

4
NGUI 3 Support / Re: Optimizing Memory Usage
« on: September 23, 2015, 07:26:40 AM »
It's not something you want to use in a performance-critical area of your code, there is an impact. But, like all things, understanding it's impact and use. Unity suggests a lot of things...

5
NGUI 3 Support / Re: Optimizing Memory Usage
« on: September 22, 2015, 11:48:02 AM »
What are you doing to unload assets from MainMenu that use the DeckBuilderAtlas? Simply using LoadLevelAsync has rarely seemed to work for me. I manually destroy a root
object in the loaded scene with DestroyImmediate(whateverObject, true);  //true allows for destroying of assets

If you double click on the DeckBuilderAtlas, it should take you to the object referencing the atlas.
Beyond that, it looks like you have editor items referencing it, so your reference count is probably artificially high. Haven't seen that, before.

Also, try moving your Resources.UnloadUnusedAssets() into a coroutine that lives on an object that you don't destroy between loads. Then run it to have it kick off later.

  1.   IEnumerator DeferredUnload()
  2.     {
  3.         yield return new WaitForSeconds(3); //or whatever works for you project
  4.  
  5.         Resources.UnloadUnusedAssets();
  6.         System.GC.Collect(System.GC.MaxGeneration, System.GCCollectionMode.Optimized);
  7.  
  8.         yield return null;
  9.     }
  10.  
  11.  

Additionally, not sure if you're using ARGB 32 bit for the atlas format, but you can save some memory/storage if you change to something DXT 5 (Windows).


6
NGUI 3 Support / Re: Broken Dynamic Font
« on: September 22, 2015, 11:06:06 AM »
Also seeing an issue where  UILabel with dynamic fonts don't retain their position mentioned by poolts. Enabling the parent object with multiple UI elements may create some labels in the correct position, but not seem to consistently have one or two out of place. Didn't see this issue (definitely) before upgrading to Unity 5 and (probably) NGUI 3.9.2

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