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Messages - Argiris

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NGUI 3 Support / Re: NGUI object geometry
« on: April 23, 2017, 06:38:12 AM »
Thank you, Michael! :)

NGUI 3 Support / NGUI object geometry
« on: April 21, 2017, 09:58:25 AM »

We'd like to use the Gradient Shader Pack plugin, but the author doesn't know if it will be compatible with NGUI.

He said the following.

Any help would be appreciated.


NGUI 3 Support / Re: Alpha Mask with NGUI
« on: March 21, 2017, 05:14:53 PM »
Thank you for the swift reply, Michael! :)

We'll have a look and see how it goes.

NGUI 3 Support / Re: Alpha Mask with NGUI
« on: March 21, 2017, 05:00:41 PM »
Hi Michael.

Thank you for your reply.

We're making a game where we essentially need to cut holes on dark surface,
to reveal a bright surface underneath it, in order to simulate a spotlight effect.

The holes will be sprites made of blurred circles and a bitmap font at its center.
Each sprite will move and rotate, and maybe even shrink/get enlarged in real-time.

At the end of each round, the circles and their contents will be reset.
We need to create new "spotlights" programmatically, at will.

Is this something that NGUI supports already?

Thank you,

NGUI 3 Support / Alpha Mask with NGUI
« on: March 21, 2017, 06:02:31 AM »

We'd like to use Alpha Mask with NGUI.

When I wrote to the plugin's creators some months back, they said it only supports the official Unity Sprites and UI.

They proposed we take look at the Alpha Mask source and try replacing Sprite with NGUI's UISprite. If UISprite uses the same shaders as Unity, it should work.
If not, we could replace the names of the shaders in the Alpha Mask source, and then it should definitely work.

Is there anyone who has already made Alpha Mask work with NGUI and would be willing to share their solution?

Thank you in advance,

NGUI 3 Documentation / Re: UILabel
« on: March 29, 2016, 05:47:49 AM »

We've got a curious issue in our game, and I thought maybe some of you may have an idea about it.

Our game supports XHDPI and XXHDPI devices and fonts appear fine in development mode, however in production it seems like we're getting the XHDPI in XXHDPI devices (in other words, all fonts are blurry in high resolution screens).

Has anyone seen something like that before?

Thank you in advance!

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