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Messages - taishsoft

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1
I'd like to try it out

2
NGUI 3 Support / Re: Camera depth Problems
« on: October 24, 2012, 01:28:25 AM »
Thanks! I look into the shader,as you say,as long as the device supports shader 1.0

3
NGUI 3 Support / Re: Camera depth Problems
« on: October 24, 2012, 01:11:20 AM »
You mean the clipped panel approache work fine everywhere including Android platform?

4
NGUI 3 Support / Re: Camera depth Problems
« on: October 23, 2012, 10:11:30 PM »
considering cross platform,I choose to use the secondary camera instead of draggable camera.
As shown in example 8(Scroll View(Camera)),I make new panels and move them forward on the Z (-negative), and it doesn't work.

5
NGUI 3 Support / Re: Camera depth Problems
« on: October 23, 2012, 07:58:30 PM »
when there is a draggable camera,then add new panel doesn't work,how to solve this

6
NGUI 3 Support / Camera depth Problems
« on: October 23, 2012, 04:48:13 AM »
1.In example 8,why the depth of "view camera" must be 2,my mean is why the depth of view camera must be higher than the depth of 2D UI.Is that any way to set the depth of "view camera" same as 2D UI.
2.In my project,I create many View Camera in order to set the layers.For example:
view camera 1:HUD-----depth 1
view camera 2:window-----depth 2
view camera 3:message box-----depth 3
view camera 4:tips-----depth 4
My problem is:the  efficiency is very low because of too many cameras,how to solve this?

7
Should I have to enlarge the boxcollider of button?

8
NGUI 3 Support / Re: NGUI crashes at large atlases
« on: July 31, 2012, 04:11:22 AM »
Yup, looks like something in Unity. As far as I can tell, there is no way to unload an asset, so refreshing is done by re-importing the texture and calling the asset database refresh. Even without working with the atlas maker tool Unity's memory keeps growing as I work on games, forcing me to restart it roughly every 12 hours.
Resources.UnloadUnusedAssets() is not the way?

9
NGUI 3 Support / Re: UIAtlas too large!!!!
« on: April 12, 2012, 05:00:04 AM »
And do you have any suggestions in textures format.What my mean is that whether to compress the atlas not the source texture.

10
NGUI 3 Support / Re: UIAtlas too large!!!!
« on: April 12, 2012, 04:37:14 AM »
All atlas in your games are not be compressed?And when i compress a atlas which has a gradients and 9-slicing sprite,it looks ugly.

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NGUI 3 Support / Re: UIAtlas too large!!!!
« on: April 12, 2012, 03:58:54 AM »
Thks very much!A atlas in 2048*2048 is 16Mb,you mean I turn off PVRTC and let it go?Oh my god,there are lots of atlas which size is 2048 or more in my game,and I try to use 9-sliced sprite in my game.

12
NGUI 3 Support / UIAtlas too large!!!!
« on: April 12, 2012, 02:46:14 AM »
Hi,ArenMook
  First congratulations on your new site!
  Then I have the question which posted before,that is:how to reduce the atlas size.When I compress the atlas by using "RGBA Compressed PVRTC 4 bits",the effect in game is pretty bad,especially  atlas has the transparent sprite.And another question is it can't be compressed until it is square.

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