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Messages - mimminito

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1
Would be nice to have this added in, or as an example script we can attach.

2
NGUI 3 Support / Re: Blur Shader for UITexture
« on: August 11, 2014, 05:37:29 AM »
Thank you for this! I was after something that would do this, spent a couple of days working on something but this is what im now using! Thanks again.

3
NGUI 3 Support / Re: Synchronise UIScrollViews
« on: March 20, 2014, 06:51:33 AM »
Ive got it working by linking a single Scroll Bar to both Scroll View's, and it seems to be working fine.

4
NGUI 3 Support / Re: Synchronise UIScrollViews
« on: March 20, 2014, 05:55:23 AM »
Ok, so I got this working with two ScrollViews in 3D. But now I have a ScrollView in 2D and a ScrollView in 3D. When using the SetDragAmount as I had previously, its not working any more. The drag for one is far greater than the other, and therefore not working correctly. Any help would be appreciated here as to how I could sync up 3D and 2D ScrollViews.

5
NGUI 3 Support / Re: [UILabel] Snap and Make Pixel Perfect.
« on: March 20, 2014, 05:53:36 AM »
Then surely that would break RetinaPro? How else are we supposed to ensure when we switch an atlas that the sprites etc are updated to be pixel perfect without broadcasting that function?

6
NGUI 3 Support / Re: [UILabel] Snap and Make Pixel Perfect.
« on: March 13, 2014, 10:04:33 AM »
So is there a solution we can use for this? I am using RetinaPro which helps a great deal with work load involved with Atlases, but it broadcasts a MakePixelPerfect call and therefore causes all of the labels to change their dimensions...

7
NGUI 3 Support / Synchronise UIScrollViews
« on: February 11, 2014, 06:49:11 AM »
Hi,

I would like to synchronise two UIScrollViews, so that when one is changed, the other is updated by the correct amount. They will both have the same amount of items inside of them.
To give you an overview of what I am trying to do, I am building a timeline style view, where one ScrollView contains the content, and the other is the "scrubbable" timeline. Ideally, when the user is scrubbing the timeline ScrollView, I would like the content ScrollView to move accurately along with it. I cannot use a UIProgressBar as the timeline could be very long, and needs to be longer than the visible panel.

Any ideas/help is much appreciated.

Adam

8
NGUI 3 Support / UISlider - Thumb never moves
« on: November 28, 2013, 06:47:09 AM »
Hi,

After updating to the latest NGUI (3.0.3 f5) the UISliders are now not working. The thumb on the UISlider is not moveable when using the default Control Prefab.

When I try and add my own thumb, it then allows me to move it, but leaves a "ghost" in its initial position which I cannot get rid of. I have checked the scene, and nothing is there in its place.

Adam

9
Yeah, that with a couple of other changes to the texture and shader, and all was working again.

I dont like saying this, but the latest releases of NGUI have not been stable at all, and have caused more issues than features added!

10
Hi,

After updating to 3.0.6, when adding stuff into an Atlas I already had made in a prior version (still 3.x), I am now getting a weird background/border appearing behind the sprite when shown in the game. In the preview screen its fine, but when I add it to the scene, its got this weird background/border effect. It looks like a large square border. Also, when I view the Texture created by the atlas, I can see the issue in there as well.

I then tried to create a new Atlas, and start adding in my textures, and when viewed, they are all ok! So there is some issue with the upgrade process here which has messed up my old atlas. Any suggestions?

Adam

11
NGUI 3 Support / _UIDrawCall Objects
« on: November 26, 2013, 04:50:11 AM »
After updated to 3.0.6f2, there are now _UIDrawCall objects littered in the hierarchy. Any reason for this? And can I disable them from being created?

12
NGUI 3 Support / Re: UI Panel Management
« on: November 26, 2013, 04:43:45 AM »
Ok, I have just updated NGUI to 3.0.6f2, and its now all working again! I noticed in another thread you mentioned something about Alpha issues, and I saw there was an update (I only updated to f1 yesterday) and it fixed it. Do you know what was changed?

13
This seems to be an upgrade issue. Just rename your UIDraggablePanel file to UIScrollView, and do the same for its Inspector class file. Then all is fine.

14
Could you clarify what "None" does exactly? Because I am in the same boat, where when I upgraded to the new 3.0.6 NGUI, my clipping is ALWAYS set to Soft Clip when the game is run.

15
NGUI 3 Support / Re: UI Panel Management
« on: November 26, 2013, 04:38:43 AM »
Here is what happens on my Nexus 10 (it is fine in the editor, sorry forgot to mention that):

I have a background panel, which is always active. On the game starting, I then show the Main Menu panel. If I then click on a button, to transition to another panel, the background panel is the turned to black. Every time I perform a transition from now on the background panel flickers in, then back to black (in say 0.2 seconds). This happens for every transition from now on, and the background never returns unless the scene is reloaded.

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