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Messages - will_brett

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1
NGUI 3 Support / NGUI Grid sorts items 1, 10, 2, 3, etc
« on: April 16, 2015, 05:49:16 AM »
So my grid is sorting items 1, 10, 2, 3, etc when I want it to sort 1, 2, 3, .... , 10

How can I achieve this?

Thanks

2
NGUI 3 Support / NGUI grid with different sized elements
« on: March 11, 2015, 07:06:54 AM »
Hey everyone,

apologies if someone has already asked this but I couldn't find anything.

Can you create a grid with differnt sized elements that all have the same width gaps between them even though they are different sized? Like windows metro style.

I've attached a pic also.

Looking forward to your responses.

Thanks

Will

3
NGUI 3 Support / Re: How to assign a sprite from a scriptable object?
« on: January 01, 2015, 01:39:22 PM »
Sprite.name = "yoursprite" should do the trick thanks

4
NGUI 3 Support / How to assign a sprite from a scriptable object?
« on: December 29, 2014, 06:33:44 PM »
Hey all,

Im creating a scriptable object to manage a load of GUI shop items. The data in the scriptable object then modifies a template item.

My question is how do I define a sprite in a scriptable object? Would I do it as a string to the path of the sprite in the atlas and if so how?

Thanks

Will

5
NGUI 3 Support / Re: Update to most recent version slows Unity
« on: August 20, 2014, 07:56:34 AM »
Also just upgraded to latest Unity and still having major lag issues. Removed NGUI from the project and it went back to running fine no lag

6
NGUI 3 Support / Re: Update to most recent version slows Unity
« on: August 20, 2014, 07:14:57 AM »
Im having the same issues too. kept getting an error with getcomponent in parent and changed to .transform.parent.GetComponent which removed the errors but now my editor chugs like mad. This must be NGUI related as it only happened when I updated

7
cheers Aren this works perfectly

8
NGUI 3 Support / Replay typewriter effect each time text is updated
« on: May 29, 2014, 09:23:53 AM »
Hi everyone,

How would I go about getting the typewriter effect to replay when the UILabel is updated?

THanks

9
NGUI 3 Support / Re: Set bool OnClick using Notify not working
« on: April 22, 2014, 05:43:26 AM »
Thanks Aren, I will try this later today

10
NGUI 3 Support / Set bool OnClick using Notify not working
« on: April 21, 2014, 08:09:35 AM »
Hey all,

This is probably something really obvious and Im just being a bit thick but I can not get it to work,

I have a GUI button that has a gameobject attached to the Notify part. This triggers the Function MyClickFunction() and it SHOULD change the bool from false to true but it does not. However the Debug.Log is posting so I know its running the function.

Any ideas? Here is the script

  1. public class ButtonClickTrigger: BaseTrigger
  2. {
  3.         public bool _buttonPressed = false;
  4.  
  5.  
  6.         public void MyClickFunction()
  7.         {
  8.                 _buttonPressed = true;
  9.                 Debug.Log ("Button Was clicked");
  10.         }

11
NGUI 3 Support / Re: Desired resolution bigger than my monitor
« on: April 07, 2014, 10:07:35 AM »
Thanks I'll give that a go

12
NGUI 3 Support / Re: Desired resolution bigger than my monitor
« on: April 03, 2014, 05:31:16 AM »
I thought I had solved the issue by setting the min resolution to 1920 on the UI object. Which looks fine in Unity. But the second I built it to device its all wrong again. No idea whats going on as the nexus 7 v2 resolution is 1200 x 1920 so thats 1920 x 1200 in portait which is what Im working at (img 1) but then on the device it looks like (img 2).

Any help would really be appreciated.

13
NGUI 3 Support / Desired resolution bigger than my monitor
« on: April 03, 2014, 04:16:34 AM »
Hey everyone.

Run into a problem. Im working on a project that has the game running in portrait at quite a large resolution. 1200 x 1920 however my monitor screen resolution isnt that high so getting the NGUI UI set up is difficult. When I undock my game window and make it full screen it is still only 1906 x  987.

Any suggestions how I can get around this issue?

Thanks

14
NGUI 3 Support / Re: HUD Text issue
« on: January 18, 2014, 06:27:25 PM »
Got it to instantiate the correct prefab in the correct place using:

  1. hudText = NGUITools.AddChild(parent, hudText);

However the "UI Follow Target" script has lost the gameObject it is meant to follow and both cameras.

So I guess my new question is how do I get the the script to keep the target objects so that when it is instantiated it will know exactly which target to follow bearing in mind I will be instantiating multiple enemies all with the same tag.

15
NGUI 3 Support / Re: HUD Text issue
« on: January 18, 2014, 05:46:37 PM »
This didnt work but is it on the right track?

  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. public class InstantiateHUDText : MonoBehaviour
  5. {
  6.  
  7.         public GameObject hudText;
  8.         public GameObject parent;
  9.  
  10.         // Use this for initialization
  11.  
  12.         void Start ()
  13.         {
  14.                 hudText = NGUITools.AddChild(parent);
  15.  
  16.         }
  17.        
  18.         // Update is called once per frame
  19.         void Update ()
  20.         {
  21.  
  22.         }
  23. }
  24.  

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