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Messages - Charriu84

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1
NGUI 3 Support / Re: Fuzzy edge after update to Unity 2017
« on: November 29, 2017, 05:06:22 AM »
I solved my problem. With www.texture mipmap was active. Unfortunatly there's no easy way to disable mipmap, so I started constructing my own texture and loading with www.LoadImageIntoTexture. That way I can disable mipmap.

2
NGUI 3 Support / Re: Fuzzy edge after update to Unity 2017
« on: November 27, 2017, 10:08:48 AM »
I did some test with filter settings and texture format, but it did not solve the problem. I did test it again and format and filter settings are the same as in the editor. All compression is disabled in the quality settings. My Texture Quality is set to HalfRes. Changing it to Full reduced the fuzzy edge, but it was still visible. I've already searched the release notes of unity 2017.1.0f3 (https://unity3d.com/unity/whats-new/unity-2017.1.0) but could find anything hinting to changes to textures, ios and my problem.

3
NGUI 3 Support / Fuzzy edge after update to Unity 2017
« on: November 16, 2017, 04:41:33 AM »
Hi,

I recently updated my project from Unity 5.5.2 to Unity 2017.2. While testing I noticed that some of my sprites now have a fuzzy edge, as you can see on the attached images. But this only happens on iOS devices and unfortunatly not in the editor. I tried many things and at the moment I don't know what could cause this behaviour. So I hope somebody might know what causes this. Here is some additional context:

Because of my unity update I first tested in which Unity version this happens. Everything until 5.6.4 looks fine. It first happened in Unity 2017.1. and is persistent through all 2017 versions.

This is my scene setup. I generate my atlases during runtime. Therefore I load my atlas textures via. www.texture and www.textureNonReadable. The fuzzy white background you can see is a sprite using one of these atlases. The SpriteData is 40 in width and height. The sprite is then scaled up via transform.scale. I'm using OpenGL2. My NGUI version is 3.9.6

Looking at the problem it seems like the whole texture is moved 1 pixel horizontally and vertically. I compared the SpriteData x, y, width and height with my Unity 5.5.2 version and they are the same.
I've also checked the unity changelog, but could pinpoint anything that would cause this.

4
NGUI 3 Support / Re: UIRect.Start called one frame late
« on: September 25, 2017, 03:36:36 AM »
Thanks. That solved it  ;D

5
NGUI 3 Support / UIRect.Start called one frame late
« on: September 22, 2017, 04:28:56 AM »
I stumbled accross I cuirous problem. Right now I have the following setup.

I have a Gameobject with a UITexture. The Gameobject is disabled in the editor, so Start() and all the others only start when I activate the gameobject during runtime.

This is what I do in my code:
  1. uitexture.gameObject.SetActive(true);
  2. panel.Refresh();
  3.  

What I wanted to do is to activate the UITexture and then refresh it's panel, so that the texture is visible in the same frame. After some research I discovered that the UITexture gets added to the panel after I refresh the panel. This happens because the UIRect.Start is called after the panel refresh. I already tried setting up the Script Execution Order so that the panel is always after the UIRect, but that didn't work.
The obvious solution would be something like this:
  1. uitexture.gameObject.SetActive(true);
  2. uitexture.Start();
  3. panel.Refresh();
  4.  
But this could lead to other problems like widgets added multiple times to a panel. So now I'm wondering what would be the best way to ensure that a UIRect is initialized before calling a corresponding UIPanel.Refresh().

Thanks in advance

6
NGUI 3 Support / Re: 1 Pixel Gap on some Aspect Ratios
« on: March 16, 2017, 08:19:31 AM »
Ah ok. It's not that pointless as my target device include all iOS devices. I used the constrained UIRoot because I wanted my UI to be in the correct scale corresponding to the aspect ratio of the device. Maybe I missunderstood this setting. But thanks for explaining.

7
NGUI 3 Support / Re: 1 Pixel Gap on some Aspect Ratios
« on: March 14, 2017, 07:33:00 AM »
I did some more tests and it's not the gameview size. I've put the gameview to a fixed 960x640.

I have my UIRoot set to
Scaling Style = Constrained
Content Width = 2048 Fit = True
Content Height = 1536 Fit = False

My Camera is set to perspective and everythings fine. But when I switch the camera to Orthographic I see the gap.


8
NGUI 3 Support / Re: 1 Pixel Gap on some Aspect Ratios
« on: March 07, 2017, 03:49:31 AM »
I've updated to Unity 5.5.1 and NGUI 3.11.2. I've tested it in an otherwise empty project and the problem still occurs. Am I missing something? Also I'm on macOS Sierra 10.12.

9
NGUI 3 Support / 1 Pixel Gap on some Aspect Ratios
« on: February 09, 2017, 07:11:04 AM »
Hi,

I noticed that my sprites have strange offsets (1 pixel gaps) on some aspect ratios (3:2) as you can see here:



This is a simple scene with just an 8x8 pixel sprite in it. The actual image behind it has the same dimensions. Notice how the pivot is at the bottom right of the rectangle, but the actual image is offset by some pixels. These are the settings


https://www.pic-upload.de/view-32650266/ScreenShot2017-02-09at12.52.58.png.html

I don't understand what causes this gap. Can anybody explain this to me? I'm using NGUI 3.9.6

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