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Messages - Darkmax

Pages: [1] 2 3 ... 7
1
NGUI 3 Support / Re: Work with Text Mesh Pro?
« on: November 17, 2017, 01:11:51 PM »
Im also interestring in use text mesh pro with ngui, would some guide on how the the people are integrating it with ngui?

2
NGUI 3 Support / move widget with anchor without using tween
« on: November 03, 2014, 04:42:35 PM »
Hi I'm having trouble on how to find the correct solution, I want to move using transform.localPosition, an anchored widget, but without success. The only way I found that this was possible is with tween position, but I think that is too much to just move a widget to a desired position.

With the old stretch system I can do this without trouble because it just stretch and doesn't anchor the widget, but with this new system I can't do what I need.

Any ideas?

3
NGUI 3 Support / Re: Android Adreno issue
« on: July 15, 2014, 09:20:40 AM »
you have an old version of ngui update to the lastest 3.6.8, maybe that can help

4
NGUI 3 Support / Re: 3.6.6 Broke layout
« on: July 01, 2014, 04:36:07 PM »
I think is because you are using UIAnchor, and the new changes do not go well with the old anchor system, that a lot of people is still using on their projects, I haven't update ngui because of this, because in some projects I'm still using old stretch and anchor systems

5
NGUI 3 Support / Re: How to change Language at Run Time
« on: June 24, 2014, 04:40:43 PM »
Localization.language = "key_language"; is to change the language at run time.

To check the language of the device I recomend you to check the forums and documentation of unity, to check if there is a method to get that info.

http://docs.unity3d.com/ScriptReference/index.html
http://unity3d.com/community

These sites have more info about the methods of unity.

6
NGUI 3 Support / Re: starting on Ngui with multiple resolutions
« on: June 12, 2014, 05:06:45 PM »
What i do to support android and ios, is set UIRoot Fixed size like xecuter said, and if the app is going to be just landscape set the height of the ipad2 768. This because the ipad has a more square aspect ratio. Then I anchor all my elements depending where I want it, just like xecuter said.

7
NGUI 3 Support / Re: NGUI 3.6.2 Stretch a sprite full screen
« on: June 06, 2014, 01:41:21 PM »
Just a question how can I stretch a sprite, but not anchor to the screen, for example I want a sprite to stretch 2/3 on both sides(horizontal and vertical) but move it freely (not anchor it).

8
NGUI 3 Support / Re: How to detect when un press a button ?
« on: June 04, 2014, 12:57:42 PM »
Also you can use OnClick() method this is called when your button is released

9
NGUI 3 Support / Re: Clipping options missing in 3.6.2
« on: June 02, 2014, 03:03:55 PM »
this was removed way before 3.6.2, now to clip scroll view you use soft clip, with 0 on softness on x and y if you want to behave like before.

10
If you want that ngui doesn't catch the events you can disable the component UICamera, this will not trigger any event of ngui

11
NGUI 3 Support / Re: Cut & Paste
« on: May 27, 2014, 12:16:36 PM »
I have project on android and ios, where I use an input field and yes it can copy, cut and paste on my devices.

12
NGUI 3 Support / Re: UIButton
« on: May 27, 2014, 12:12:34 PM »
You are using the last version of ngui 3.6.1? I think this was resolved on the last version of ngui.

13
NGUI 3 Support / [Feature request] Uniform Scale short cut?
« on: May 21, 2014, 03:14:24 PM »
I search on the forum but, I couldn't find a short cut to scale sprites on uniform scale. For example like Photoshop that if you hold shift while scale a widget it scales on uniform.

I found that one can scale if set aspect ratio to width or height and it works but it will be faster just to have a short cut like on Photoshop and hold shift, or something like that.

14
Thank you, I was having also this problem and the ngui 3.6 doesn't fixed, but this last fix on the start method solved, thanks

15
NGUI 3 Support / Re: UIGrid multi line and sorting
« on: April 22, 2014, 07:41:16 PM »
I'm not sure if this solve your problem, but maybe you need to use the UITable instead of UIGrid.

But maybe another user more expert on this will help you.

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