Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nicki

Pages: [1] 2 3 ... 118
1
Developer's Cave / 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?

2
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.

3
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.

4
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.

5
Delete the NGUITransformInspector file.

6
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.

7
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.

8
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.

9
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.

10
Developer's Cave / 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. ;)

11
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.

12
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.


13
NGUI 3 Support / Re: 0.25px offset in geometry from Handles/gizmos
« on: May 31, 2016, 06:17:36 AM »
On further investigation this seems to spring off from the dreaded half-pixel offset. :S

14
Developer's Cave / Dawnbringer - Made with NGUI
« on: May 30, 2016, 01:24:36 PM »
So, I've been working on Dawnbringer since 2013 and we're finally about to release.



I think we got a gameplay trailer up now https://www.youtube.com/watch?v=XoJW-a_Ay7c

And some more to come in the next few weeks until release on the 16th of June.

It's the most huge project I've been involved with workwise and we're all happy and proud to have made it all the way to release.

If you head over to Toucharcade you can sign up for the beta, if you want to try it now http://forums.toucharcade.com/showthread.php?t=288386

Otherwise, feel free to ask me anything - I might even be able to answer. :D

15
NGUI 3 Support / Re: 0.25px offset in geometry from Handles/gizmos
« on: May 30, 2016, 09:17:55 AM »
Forgot to add, I'm using NGUI 3.9.4 and Unity 5.3.4p6.

If it hasn't been fixed between 3.9.4 and 3.9.8 (newest right now), I'd rather not upgrade, as we have various customizations that will take some time to "port" upwards.

Pages: [1] 2 3 ... 118