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Messages - sisso

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Yeah, the sad reality :/

I didn't notice the paypal button, yeah, I view it, but didn't see it, brain problems.

Don't have a good doc is not too far from unet. It appear to me more a sample network project framework that a network library. I only was able to advance after start to read the unet code.


Hi there.

Accessing the asset store and tnet home page I had the impression for a long time that TNet was abandoned over UNet. After a angry rage against UNet I decide to enter in the foruns and found the post "Where I am taking TNet", that say that opposite. TNet is going to a new holy level.

You are losing sales dude!!

1) You should update your TNet home front asset link. If possible, add a custom message into asset store. That give a very bad impression.

2) This statement "TNet does not support iOS Basic and Android Basic due to Unity’s license" in home is limitation removed at a long time. That enforces the abandoned impression.

3) It should have a clear declaration on site or forum where is the proper way to buy it now. Or if possible, the expected release date for the new TNet license release. I can wait months to evaluating a library, but I have to know if will be still inside my deadlines.


I use UILocalize in every label because it make things very easy to see in editor. For those that I set dynamically I simple disable it. The current implementation could override you dynamic value if executes before your code.

NGUI 3.6.4b

NGUI 3 Support / UIKeyBinding works with UIButton.isEnabled == false
« on: June 12, 2014, 04:20:33 PM »
I don't know if works as intend or a missing feature. But in NGUI 3.6.1 it is possible to "click" in a button/toggle with UIKeyBinding even when its collider is disable with UIButton.isEnabled == false.

I will disabile it manually with the button, but could be nice if he knows that the widget is "disabled" and ignore the key event.

NGUI 3 Support / Re: Dialogs and UIKeyNavigation
« on: May 31, 2014, 06:45:09 PM »
Oh.. got it. It is very visible in the component inspector.... sorry :P

My current implementations use a lot of dynamic instantiation, not very friendly for references. But my dirt code is encapusled, so its elegant.


NGUI 3 Support / Re: Dialogs and UIKeyNavigation
« on: May 29, 2014, 03:15:22 PM »
1) In the example what is causing the buttons be automatic selected when change tab? The UIKeyNavigation only selected OnEnabled if UICamera.selectedObject is null.

This is the main reason of I need to manually select the first object when open or close a dialog.

2) In the example the key navigation are locked inside its page with overrides, and the default scene is disabled. In the situation of a dialog, I think that is easy enable/disable that edit each popup with navigation overrides.


NGUI 3 Support / Re: Dialogs and UIKeyNavigation
« on: May 28, 2014, 09:13:38 AM »
Because UICamera.selectedObject is asyncrhonous, the object will be still selected when the UIKeyNavigation from dialog get active. So, I need to manually set the selected object in ExclusiveNavigation and FreeNavigation.

Its working, I only need some more eyes for better solution :P

NGUI 3 Support / Dialogs and UIKeyNavigation
« on: May 28, 2014, 08:11:59 AM »
I am having a little problem to find a good solution for UIKeyNavigation with overlay interface, like a dialog or popup.

It works but I am not very confortable with the solution. Any tips?

Show dialog:

  • set selected object to null
  • add/enable dialog gameobject
  • apply and wait for fade in effect
  • disable all UIKeyNavigation and UIKeyBinder that not belongs to dialog gameobject and its children (ExclusiveNavigation)

Hide dialog:

  • apply and wait fade out effect
  • disable/remove dialog gameobject
  • enable all UIKeyNavigation and UIKeyBinder (FreeNavigation)

Code for exclusive and free navigation.

  1. public static void ExclusiveNavigation(GameObject gameObject) {
  2.                 var navs = GameObject.FindObjectsOfType<UIKeyNavigation>();
  3.                 var binds = GameObject.FindObjectsOfType<UIKeyBinding>();
  4.                 var currentNav = gameObject.GetComponentsInChildren<UIKeyNavigation>();
  5.                 foreach (var i in navs) {
  6.                         var index = System.Array.IndexOf(currentNav, i);
  7.                         var enabled = index >= 0;
  8.                         i.enabled = enabled;
  9.                 }
  11.                 var currentBinds = gameObject.GetComponentsInChildren<UIKeyBinding>();
  12.                 foreach (var i in binds) {
  13.                         var index = System.Array.IndexOf(currentBinds, i);
  14.                         i.enabled = index >= 0;
  15.                 }
  16.         }
  18.         public static void FreeNavigation() {
  19.                 var navs = GameObject.FindObjectsOfType<UIKeyNavigation>();
  20.                 var binds = GameObject.FindObjectsOfType<UIKeyBinding>();
  21.                 foreach (var i in navs) i.enabled = true;
  22.                 foreach (var i in binds) i.enabled = true;
  23.         }

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: November 13, 2013, 12:02:40 PM »
I personally think that NGUI is still developing fast and I am very happy with the tool.

If you really is need something to work (hehe). The only difficult that I have today (wilth simples workarounds) are merge game inputs with ngui inputs (sometimes I need a isHot method or GetAllTouches()), allow a better integration with 3d models, to use in drag panels for example (today I use fake sprites :P).

A important thing that I did't notice before. AtlasReplacement script must hold the reference for all loaded resources and use DontDestroyOnLoad. If not, the unity3d could clean up during a scene transiction.

I lose half day trying to figure out why one atlas sometimes simple disappear.

I will update my sample app with this.

Edited: F@!$!@, my sample was ok :P

I have notice, but without confirmation, that some UITexture are still pointing to original HD version. Even when I point it to null before the build. The big problem is, in my sample it works, but not in my app. So, I have switched its default texture to SD and it solve my problem :P

NGUI 3 Support / Re: Problem with Atlas Switching
« on: September 09, 2013, 03:00:46 PM »
Continue digging that you will probably find. Atlas switching works but there is many unity3d and ngui stuff that must be done correctly to really work.

Take a look on this sample, it could help.

These links could help if you didn't read yet.

NGUI 3 Support / Re: Atlas prefabs store source names instead of GUIDs
« on: September 09, 2013, 02:49:51 PM »
Think that the image name is sprite identifier, so don't use too specific stuff in filename, like color or size. So you can change without lose meaning.

Remember that sprites stay in the atlas with a name. After you import in atlas you can even delete them. There is no real relation between files and sprites. The NGUI uses the image name as sprite identifier, but I think that you can use whatever you want with some code, including object meta ID.

Organize the SD/HD in differentes folder but same name make things mutch easy:

You your artists insist in use the size as sufix, create a script that you cleanup it before update the atlas.

NGUI 3 Support / Re: Unloading NGUI atlases?
« on: September 06, 2013, 08:30:38 AM »
@wizardsmoke, what version of ngui are you using? 2.6.5 have some stuff that could help.

Double check if none of your widgets are directly referencing the HD/SD atlas. Half of time debuging this type of stuff, in the end I found some widget inside a prefab being referenced. Before I build now I check every scene and prefab and cause a error if its happens.

PS: I didn't know about UIPanel.Refresh, good to know.

NGUI 3 Support / Re: Save Inventory to xml or json
« on: September 06, 2013, 08:18:16 AM »
I can't see relation of serialized inventory with and NGUI. But reading @ArenMook answer I got lost.

Are you saying that serialize ngui components are in roadmap?

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