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Messages - stevej

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1
NGUI 3 Support / Low Resolution Aspect Ratios
« on: July 12, 2017, 06:27:01 PM »
Does anyone know how this setting affects NGUI? I'm finding that I can't get NGUI to work in the Editor anymore unless I have this setting turned on, but it results in me being forced to view everything at 2x minimum scale. Everything still works fine in a build, just not in the Editor.

See video for demo. When I turn the setting off and try to run the Editor Game view at the normal 1x zoom, NGUI reacts really strangely to clicks and doesn't register them.

http://www.stevejarman.com/temp/ngui_scale_issue.mp4

2
NGUI 3 Support / Re: Linear Color Space
« on: June 29, 2017, 07:21:39 PM »
Thanks so much. I knew it was something simple but just couldn't remember. Made a note of it this time :)

3
NGUI 3 Support / Linear Color Space
« on: June 17, 2017, 07:59:40 PM »
Hi guys - I know this topic has been talked about a lot, but I'm a bit baffled.

From memory, my last project "just started working" with Linear Color Space after a particular NGUI update. I didn't need to do anything as far as I know.

I'm just starting a new project though, with the latest version of NGUI imported into it, and I'm getting the old problem that all of the UI elements look really bright.

IS there something that I'm supposed to set and I'm just forgetting that I did it on the previous project?

4
NGUI 3 Support / Blue Screen
« on: January 03, 2017, 04:17:33 PM »
A copy/paste from the Unity forum:

I know this isn't much to go on, but wanted to run this by people to see if anyone has had similar experiences or knows of possible solutions.

I've had two users now report that when they launch The Deep Paths on their system, they see the resolution/quality selection window, make their choice and launch the game, and then get nothing but a blue screen, with my custom mouse pointer, and the menu music playing. One guy said that through random clicking, he was able to hit buttons, so it seems everything is there and functioning - just not rendering.

Both of these reports came from people running Nvidia GTX series cards (latest guy running a GTX980M).

For everyone else, the game runs just fine.

My menu does not use any camera, other than a UI camera for NGUI, so I'm also going to post this on the NGUI forum just in case it's something specific to that.

I've only found one other reference to this "blue screen" on the Unity forum, from someone running a Linux build, but there was no further information.

5
NGUI 3 Support / Re: UIScrollView onStoppedMoving Issue
« on: October 10, 2016, 05:31:12 PM »
Just came across this thread:
http://www.tasharen.com/forum/index.php?topic=7332.msg34752#msg34752

And this comment:
Quote
UICenterOnChild needs to go on the object directly above children. In your case -- the "grid" object.

I'm also not sure why you have a "vertical sprite to scroll" object there and why everything else is a child of it. The hierarchy should be:

Scroll view
- Grid
-- child
-- child
-- child

In my hierarchy, things look like this:

Scroll View, CenterOnChild
- Map_0
-- tile
-- tile
-- map marker
- Map_1
-- tile
-- tile
-- map marker
- Map_2
-- tile
-- tile
-- map marker

And yet, when I call CenterOn for the "map marker" (only one Map_X is active at a time), it works.

Was the behaviour changed so that CenterOnChild can now navigate through a tree - i.e. not just direct children - or, could this hierarchy be contributing to my problem, even though that CenterOn part does seem to work?

6
NGUI 3 Support / Re: UIScrollView onStoppedMoving Issue
« on: October 09, 2016, 08:29:06 PM »
To clarify, now that I've spent more time on this, I guess it's the "spring" behaviour that I want to disable. None of the settings on the UIScrollView seem to turn it off though? I figured Drag Effect "None" would do it, but no dice :(

And, just to add another question while I'm at it ... :) ... When the map displays, I'm firing my "Map Reset" code which basically just does the centering on the map marker. For some reason though, it doesn't work the first time you open the map. Only every time after that (see video). If anyone has any clues as to why that might be, I'd love some hints because it's kind of crappy as it is, and I'm stumped if I can figure out why it's not doing it the first time with the exact same "Map Show" code.

https://youtu.be/4e6QJRfaKEA

7
NGUI 3 Support / UIScrollView onStoppedMoving Issue
« on: October 09, 2016, 04:13:59 AM »
I have a map that centers (UICenterOnChild) on a marker at the player's location. When the player drags the map around to look at other areas, and then releases, I want the map to snap back to the centered on player location. I'm finding though that it first returns to another point, and THEN the event fires and it moves to the centered on player spot. I can't figure out what's causing that in-between relocation and how to turn it off. It seems to be a default reset of some kind?

  1. ScrollViewMap = GameObject.Find("ScrollViewMap").GetComponent<UIScrollView>();
  2. CenterOnChildMap = ScrollViewMap.GetComponent<UICenterOnChild>();
  3. ScrollViewMap.onStoppedMoving += MapReturnToCenter;
  4.  

  1. public void MapReturnToCenter()
  2. {
  3.     CenterOnChildMap.CenterOn(SpriteMapMarker.transform);
  4. }
  5.  

https://youtu.be/7U7e3mTf1_4

8
NGUI 3 Support / Re: UITooltip.cs Disappears Very Quickly
« on: January 11, 2016, 11:23:33 PM »
Yes - I'm showing the tooltips when entering hover and removing them on hover out. Can I maybe disable that "native OnTooltip code"?

9
NGUI 3 Support / Re: UITooltip.cs Disappears Very Quickly
« on: January 03, 2016, 05:16:43 PM »
Okay - narrowed it down further. The problem only seems to happen on my "sub-windows" - not on my main interface. All those windows are draggable, so I'm wondering if maybe that's the problem? Some sort of refresh that's happening on those windows which also clears the Tooltip?

See demo:

http://www.stevejarman.com/temp/ngui_tooltip.mp4

10
NGUI 3 Support / Re: UITooltip.cs Disappears Very Quickly
« on: January 03, 2016, 05:02:15 PM »
Put a Debug.Log in UITooltip.Hide and find out.

Yep - I've tried that. i.e. putting a Debug.Log just before every occasion where I call UITooltip.Hide(). It's not any of those.

It's like the tooltip itself has an automatic Hide() after 1 second. Obviously it doesn't. So something else is causing it.

Maybe the refreshing of the Panel or something else causes it?

11
NGUI 3 Support / UITooltip.cs Disappears Very Quickly
« on: December 30, 2015, 04:16:00 PM »
I've been using the UITooltip example for the tooltips in my game and it works nicely. One issue I have with it is that the tooltips (once shown) disappear really quickly - like maybe 1 second later. I can't for the life of me track down why this happens. Is anyone able to assist?

12
NGUI 3 Support / Re: Hitting UI Root
« on: July 04, 2015, 09:17:43 PM »
Okay - I've gone full circle. onDragOver is all good now. onDragOut all good. onDragEnd... not so good. The event doesn't fire.

I've now got all this stuff set up on the UiButton itself using an Event Trigger component. For the "On Drag End" I have a bit of code that just does a Debug.Log, but nothing gets printed when I release the mouse button while hovered over the UiButton.

The "On Drag Over" and "On Drag Out" events both fire - I have them showing and hiding a tooltip and that's working.

Sorry to be such a pain...

Just a random thought, I think there were some changes to Input Manager in Unity 5.1 maybe? Is there any chance that's having an effect here?


EDIT: All sorted. Worked around the problem with OnDrop, some flags, and some duct tape.

13
NGUI 3 Support / Re: Hitting UI Root
« on: July 04, 2015, 07:07:22 PM »
What did you do differently?

...good question :(

14
NGUI 3 Support / Re: Hitting UI Root
« on: June 30, 2015, 04:29:02 AM »
Check out this video - watch the console in the bottom-right corner.

The code above is what's in place.

http://www.stevejarman.com/temp/ngui_dragover.mp4

15
NGUI 3 Support / Re: Hitting UI Root
« on: June 30, 2015, 04:21:31 AM »
Okay, thanks! Slowly getting there. Drag and drop is now sorted out (i.e. the "Drop" part is sorted).

Still a bit of a problem with the drag over part though (for triggering tooltips for example).

Here's some code:

  1.     private void Awake()
  2.     {
  3.         UICamera.onDragOver = CustomDrag;
  4.     }
  5.  
  6.     private void CustomDrag(GameObject go, GameObject obj)
  7.     {
  8.         if (go != null)
  9.             Debug.Log(go.name);
  10.     }
  11.  

Problem is, when the mouse cursor ENTERS the object it prints "UI Root" to the console. When I then move OUT of the object, I get the name of the object as I was expecting to get when dragging IN (i.e. what I'd expect from a DragOut, not a DragOver).

Can you check this quickly and make sure it's not a bug. It definitely seems to be to me.

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