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Messages - Nicki

Pages: [1] 2 3 ... 118
1
NGUI 3 Support / Re: Is NGUI still actively supported?
« on: February 15, 2018, 09:54:05 AM »
Sure, I would agree. I still use it actively myself, and no one likes warnings.

Btw, what's going on in your signature? I've seen a lot of spam with that <REDACTED> stuff. Would you remove it, so I don't accidentally "purge" your comment? :)


Edit: oh, it's actually just spam (copy of part of OPs post). Bye cucumber.

2
NGUI 3 Support / Re: Sprite Atlas Transparency Issues
« on: February 10, 2018, 07:42:20 AM »
If you're using photoshop to output it, then it's likely that you're using an alpha channel but still have some transparency inside the normal layers - this makes the baked version Unity makes use the transparency from the layers, not the channel. You can either drop the alpha channel and bake the transparency directly into the layers, or make a background layer that fills the whole picture with color.

3
NGUI 3 Support / Re: Is NGUI still actively supported?
« on: February 10, 2018, 07:31:55 AM »
Our boy is busy with his Sightseer game and there's only 24 hours in a day. When a major Unity version comes around that breaks everything, that'll be fixed for sure, but until then everything seems to generally be working.

So actively supported, I would say so, but actively developed? Probably not as long as it works fine.

4
Misc Archive / Re: SPRITE over another SPRITE
« on: December 14, 2017, 10:40:55 AM »
Do you mean if they are overlapping in screen space? then you can compare the sprite.worldCorners and see if there's an overlap.

If you also mean depth-wise, you'll have to check the sprite depth, panel depth, and potentially camera layer to see if it is drawn on top of the other sprite.


Does that help you?

5
NGUI 3 Support / QoL change for NGUI atlasmaking
« on: July 11, 2017, 02:59:55 AM »
If you change line 112 in UIAtlasMaker.GetSelectedTextures from
  1. Object[] objects = EditorUtility.CollectDependencies(Selection.objects);
to
  1. Object[] objects = Selection.GetFiltered(typeof(Texture), SelectionMode.DeepAssets);

you can now add all the sprites in a subfolder to your atlas, rather than having to select them individually.

Do bear in mind, that if you have duplicates, it will "crash" the atlasmaker window, so don't select root. This is the same behavior as is now, if you select two sprites with the same name, so not a big deal though.

6
NGUI 3 Support / Re: Upgrade compile errors
« on: May 24, 2017, 06:59:48 AM »
Upgrading from NGUI 2.7 to the newest (3.11) is a somewhat massive undertaking, as a lot of features have change fundamentally.

Some of your errors sound like your own scripts UIGridRename and NGuiSetButtonTweenDirection have certainly never been a part of NGUI, to my knowledge.

There were some autoupgrade tools as a part of NGUI 3 for a while, but I'm not sure if they still persist. ArenMook would know better.

7
NGUI 3 Support / Teensy bug in UIGrid with Smooth Tween
« on: May 17, 2017, 07:43:02 AM »
If you have say 9 elements in your grid, and you set the pivot to center (non-TopLeft) and use the Smooth Tween option on the grid, the first element will be put instantly in the Top Left corner.

It looks to be that it measures whether a SpringPosition should be used, before it applies the origin offset.

The quick and dirty fix is to remove the SqrMagnitude check in UIGrid.cs:371 which means the center element will tween from 0,0,0 to 0,0,0, so not a terrible loss.

8
Delete the NGUITransformInspector file.

9
It's outside the scope of this forum, really, but what you would do is make the unity ui that's supposed to be "under" ngui have a blocking invisible sprite. Tis tricksy though, and mixing UI systems is a recipe for lots of headaches.

10
NGUI 3 Support / Re: Reduce size of atlas
« on: April 04, 2017, 03:03:18 PM »
Sounds like the individual sprites are quite big. Step 1 would be to see if you can make them smaller and still get the result you want. If that doesn't work, consider not putting them in an atlas, but as "raw" textures and use a UITexture instead of a UISprite to put them on screen.
If I can make this atlas texture 2048 it will solve the problem but as I said if I do that sprites will smash together. I reduced the size of all textures but still I can't reduce atlas texture to 2048 . Redoing it with UiTexture will take a lot of time and will probably cause many bugs and redoing.
I'll appreciate if you can help me with this.
Thanks

Don't resize the resulting atlas, resize your source image and then update the atlas with them. Then your sprites will still work, albeit they will have less image data, if you follow me. This way, you won't lose the texture coordinates that you will when you just resize the atlas texture itself.

11
NGUI 3 Support / Re: Reduce size of atlas
« on: April 03, 2017, 10:11:45 AM »
Sounds like the individual sprites are quite big. Step 1 would be to see if you can make them smaller and still get the result you want. If that doesn't work, consider not putting them in an atlas, but as "raw" textures and use a UITexture instead of a UISprite to put them on screen.

12
NGUI 3 Support / Re: Sample for UIWrapContent with 100s of items
« on: June 06, 2016, 06:28:11 AM »
That's sorta up to yourself, mate. ;)

Generally, if you get pictures from "outside" the compiled build, it's recommended to use UITexture, as you can't really pack a new Atlas with external images.

As for when and how to cache them, that depends on how much you got. You can have some script outside of the wrapcontent download the images and use a placeholder until they are cached, or have some sort of cap on how many you want to cache, or even look at which elements are shown now, to predict which will be shown next (say +-10 elements) and only cache those. The complexity is really up to yourself.

13
Misc Archive / Re: Dawnbringer - Made with NGUI
« on: June 06, 2016, 02:18:58 AM »
Every game on the app store these days features a man with his mouth open ready to receive sausage.

Nice tho!

Hah I know! I didn't choose the action face, but I've come to accept it for this one. ;)

14
NGUI 3 Support / Re: 0.25px offset in geometry from Handles/gizmos
« on: June 02, 2016, 02:07:43 AM »
No it's strange, but for whatever reason it's happening on mobiles for me too, both android and ios. Disabling the drawcall offset makes it work as you would expect.

15
NGUI 3 Support / Re: 0.25px offset in geometry from Handles/gizmos
« on: May 31, 2016, 09:41:26 AM »
Found it..

It was the drawCallOffset in UIPanel which messed with everything



Commenting that out, makes everything align properly again in both editor and on device.


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