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Messages - Haim

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NGUI 3 Documentation / Re: UIInput
« on: December 14, 2013, 09:26:07 AM »
i read this again, don't see any thing about TAB. only ENTER to start type...
i have two UIinpus fields and i want to use TAB to jump from one field to other.

also, the UIinput configuration  in 3.0.7 looks different then what i see in the image here. (not updated?)
the image here missing the "Select on tab" option but i'm not sure how it works.
it asking to attach game object, i attached the parent of both UIinput but nothing happen.

NGUI 3 Documentation / Re: UIInput
« on: December 11, 2013, 03:48:50 PM »
what about move from one input box to the next with TAB button? how can i do that?

OK, i'm not sure what went wrong but i ended up with upgrading to 3.0.7 and completely rebuild the scene.
now it seems to work fine. the new anchors system is awesome... by the way.  8)

i will try this and let you know...

NGUI 3 Support / Re: support for right to left input
« on: December 06, 2013, 04:51:15 AM »
yap... i noted that. but i have got a great fix, free and works well for both unity and NGUI (with a bit of tweaks...)

i'm using this to flip the strings:

i had to play a bit with your UIinput code... hope you don't mind...but it works like charm!

NGUI 3 Support / support for right to left input
« on: December 05, 2013, 12:03:00 PM »
does NGUI support right to left input?
i can type hebrew strings but the words flipped. and script to fix this?

well, it is set to BottomLeft, take my word on it.
but now when i look at this again it seems that all of the left side of the screen pushed off screen,not only the info box. look at the left arrow above it...
i also noted that the android bar is on the right. (in tablet it placed in the bottom of the screen)
maybe the bar push the screen away? i'm not sure... the airplane seemed centered and only the UI shifted.


fixed the links...sorry.

Nicki, the LG have HD screen, means 1080px. my game is landscape mode so i need to set the height to be greater then 1080? it doesn't make sense.
now it set for 720px so if run my game on bigger screen it should be more space not less. as far as i understand.
this is UI root settings:

this how it should look (and how it look on editor - minus the upgrade items...)

and this is how it look like on LG G2 device which have HD screen:

i hope you can see the images....

ArenMook, by using two anchors i mean for example make thinks stick to bottom with one anchor and to left with another one.
the info box in the image use one anchor for for bottomleft but it still goes off screen.
what can i do to make sure every thing stay inside the screen in any resolution?

NGUI 3 Support / Mobile screens, fixedonmobile and GUI element positions...
« on: December 04, 2013, 04:27:14 AM »
by using NGUI i though i have solved all my screen size problems by using FixedOnMobile.
after testing my game on galaxy S4 and some tablets and everything seems to be fine, i got slap in my face when i saw some screen shots of my game from LG g2 device. some of the NGUI element was really off screen while buttons from "easyButton" was placed just fine.

i was assuming that NGUI calculate the screen size and anchors should make sure that everything will stay where i left them more or less but i guess i was wrong?

should i use more then one anchor on nested objects (one for left and other for bottom ... for example) to make sure element will stick to place on every screen size? (is that even possible? )

NGUI 3 Support / Re: what the "Professional" in version 3.0.6 stand for?
« on: November 23, 2013, 09:31:54 AM »
OK... as a indie developer i think the standard version will do for now...
thanks for the offer!

NGUI 3 Support / Re: what the "Professional" in version 3.0.6 stand for?
« on: November 20, 2013, 09:13:16 AM »
OK... is this something new?
can i upgrade from standard to pro?

NGUI 3 Support / what the "Professional" in version 3.0.6 stand for?
« on: November 20, 2013, 04:59:05 AM »
is this new version other then one i bought from the asset store?


NGUI 3 Support / Re: NguiTools.Setactive work on editor but not on device.
« on: November 13, 2013, 11:44:00 AM »
OK... found it!
i disabled these lines:
  1. GameHud.SetActive (true);
  1. GameHud.SetActive (true);

the odd thing is that these also worked only on editor and not on the device.
and i'm not sure why it effected the NGUI panel.

whatever... thanks!!!

NGUI 3 Support / Re: NguiTools.Setactive work on editor but not on device.
« on: November 12, 2013, 04:03:27 PM »
well, here the run time device log. you probably can't help without the full code but maybe you will have an idea...

this is the output when i press the pause button.
  1. 11-12 22:55:55.988: I/Unity(22617): NullReferenceException: Object reference not set to an instance of an object
  2. 11-12 22:55:55.988: I/Unity(22617):   at gamestate.pauseGame (Boolean doPause) [0x00000] in <filename unknown>:0
  3. 11-12 22:55:55.988: I/Unity(22617):   at LevelBuilder.PauseGameOpen () [0x00000] in <filename unknown>:0
  4. 11-12 22:55:55.988: I/Unity(22617):   at EventDelegate.Execute () [0x00000] in <filename unknown>:0
  5. 11-12 22:55:55.988: I/Unity(22617):   at EventDelegate.Execute (System.Collections.Generic.List`1 list) [0x00000] in <filename unknown>:0
  6. 11-12 22:55:55.988: I/Unity(22617):   at UIButton.OnClick () [0x00000] in <filename unknown>:0
  7. 11-12 22:55:55.988: I/Unity(22617): UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
  8. 11-12 22:55:55.988: I/Unity(22617): UICamera:Notify(GameObject, String, Object)
  9. 11-12 22:55:55.988: I/Unity(22617): UICamera:ProcessTouch(Boolean, Boolean)
  10. 11-12 22:55:55.988: I/Unity(22617): UICamera:ProcessTouches()
  11. 11-12 22:55:55.988: I/Unity(22617): UICamera:Update()

i guess the problem start with the first line error: NullReferenceException: Object reference not set to an instance of an object
it works fine in the editor so i guess that same code should not work consistently everywhere.  :-\

any way, any other method to hide\show NGUI widgets?

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