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Messages - Lautaro

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1
NGUI 3 Documentation / Re: UIGrid
« on: March 03, 2014, 04:37:39 PM »

I'm trying to make a vertical grid (a column of items with 1 item per row, extending up and down vertically on the screen), but selecting "Vertical" makes a horizontal grid, and selecting "Horizontal" makes a vertical grid.


Because you have MAX PER LINE set to 1. :D
Then it makes one column, and then it starts with next. Set it to 8 or whatever and you will see the difference. (havent tried it but i am pretty sure)

2
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 23, 2014, 12:42:14 PM »
OK!Thanks! Hey dont feel bad about it. Im just happy we sort it out. I thought I was going crazy. So your reply is a blessing. Cheers!

3
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 22, 2014, 03:11:48 PM »
It works perfectly if i change the collider to a normal 3d collider and change tu UICamera event type to "Normal".

I also just deleted NGUI from the roaming asset folder and re-imported it from the asset store, making sure its v 351.

4
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 22, 2014, 12:12:41 PM »
Thanks for your help. I have done exactly as you with 2 new projects, the last one with near and far as you stated. But it doesnt work. However now i got something to happen. Events are triggered but the collider hit area is not where it is put. In the inspector Its the same as the sprite bounding box as default, but to get mouse events  when running i need to move the mouse to the left screen. Here you can see, green shows collider2D and red shows what area triggers mouse events.

http://i.imgur.com/QK1flPg.png

I have rechecked that i have NGUI 351 and i do.

5
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 22, 2014, 10:43:38 AM »
Now i started a totally new project to try the NGUI events for 2D Colliders.
Here is the setup:
http://i.imgur.com/EvKXZb8.png
http://i.imgur.com/BeythoC.png

and the script: http://pastebin.com/1ZSM54bS

Still no events.

6
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 22, 2014, 07:34:35 AM »
Yes i tried that before writing the last message. Still nothing happens. This is how its setup now.
  • I have deactivated everything except the test objects and the Ngui UI hierarchy.
  • I have the standard NGUI default camera set to UI Event type and Ortographic Projection.   
  • The main camera is also Ortographic. It has UI Camera and is set up like this http://i.imgur.com/vrYPmK7.png
  • My test object has a sprite renderer, a Collider2D and a particle system. I also have a script with the following: http://pastebin.com/guzf8VXQ

No events are raised.

7
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 21, 2014, 08:36:43 PM »
I just downloaded the latest NGUI . The readme says
"3.5.0
.........
- NEW: UICamera now has a new event type that supports 2D colliders."

I have this script on one gameObject with a normal collider and another with a 2dCollider but the 2Dcollider do not get any events.

  1. void OnHover (bool isOver)
  2.                 {
  3.                                 if (isOver) {
  4.                                                 print ("NGUI FTW");
  5.                                 }
  6.  
  7.                 }
  8.  
  9.                 void OnPress (bool isDown)
  10.                 {
  11.                                 if (isDown) {
  12.                                                 print ("NGUI CLICK!");
  13.                                 }
  14.                 }

The main camera has the UICamera script on it.

8
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 17, 2014, 07:26:11 AM »
Im using the paid NGUI version, but you are talking about the Pro Unity version right? If i use the free Unity i will have to wait untill you release the update in the asset store?

9
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 15, 2014, 01:37:33 PM »
Sorry. Does that mean that i can get the update from the Unity Asset Store?

10
NGUI 3 Support / Re: Using sprite from atlas for spriteRenderer
« on: February 15, 2014, 01:36:47 PM »
Ofcourse. I was more thinking in the line of NGUI yet not adapted to Unity2D.

11
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 14, 2014, 04:12:32 PM »
AreenMook Would you suggest that i use 3D rigidbodies and colliders for my 2D game instead of 2D so that i can use NGUI events and make sure the clicks dont go through or will that be a bad choice for a 2D game?

12
NGUI 3 Support / Re: Keeping Clicking NGUI widget from going through
« on: February 14, 2014, 12:33:38 PM »
Nicki. Thanks for the help, but could you give an example even if it is pseudo code? Im having a hard time getting my head around it.

13
NGUI 3 Support / Re: Using sprite from atlas for spriteRenderer
« on: February 14, 2014, 12:28:08 PM »
I thought so, since Unity2D is a newer function right? So then i will make NGUI Atlases for the gui and go the other way for the in screen sprites. :)

14
NGUI 3 Documentation / Re: UICamera
« on: February 14, 2014, 12:26:50 PM »
Its ok, ill do it programmatically. Thanks! :D

15
NGUI 3 Support / Using sprite from atlas for spriteRenderer
« on: February 13, 2014, 07:46:30 AM »
The NGUI sprite atlas i use for the gui has a sprite i need for the game world. Can i use it with a normal unity SpriteRenderar through code? How?

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