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Messages - lime-green.at

Pages: [1] 2 3 4
1
NGUI 3 Support / Font gets distorted and sprites disappear
« on: August 14, 2014, 06:40:54 AM »
Hi! I have a strange bug which I can't locate since some days.. Whenever I publish for APK and start the app, after a random time period NGUI starts messing around with the ui elements:




The boxes which are still visible are 3D objects, not ui elements.
Any ideas what could cause problems like that?
Regards

2
NGUI 3 Support / Re: Bottom cut off text
« on: August 19, 2013, 01:38:37 AM »
The image looks like all the text is cut off bottom, not just the last line. It looks like you're using a bitmap font, check if your imported file is also cut off.

3
NGUI 3 Support / Re: How to dynamically update a atlas?
« on: August 19, 2013, 01:30:50 AM »
I don't think there's any good reason to create / update atlases at runtime. If you want to update your standalone game, you could just create patches with a tool like xdelta, which will binary compare the old with the new version, so you won't have to care about things like that anymore.

Regards

4
Tested it, can't see the problem:


5
NGUI 3 Support / Re: Dynamically create/show text?
« on: August 19, 2013, 01:20:24 AM »
You could just "child" the dynamically created label to your main HUD.
  1.     private void ShowHUDText(string text)
  2.     {
  3.         // Your hud panel
  4.         GameObject panel = GameObject.Find("YourMainHUDPanel");
  5.  
  6.         // The instantiated label
  7.         GameObject textLabel = Instantiate(Resources.Load("Prefab/HUDText")) as GameObject;
  8.  
  9.         // Child the label to the panel
  10.         textLabel.transform.parent = panel.transform;
  11.  
  12.         // Rescale the label
  13.         textLabel.GetComponent<UILabel>().MakePixelPerfect();
  14.     }

6
NGUI 3 Support / 4k atlas problem on some OS X devices
« on: July 22, 2013, 04:25:02 AM »
Hey,

i've run into a problem i cannot spot. On some OS X devices, the contents of my 4k atlas isn't displayed at all. All tested devices are running at 10.8.4.

For example, on this device, it doesnt work:



The result looks like that:
(The Icons which are displayed are located at a smaller atlas)





On the other hand, it works on a Mac Book Air with Intel Graphics:





This is the atlas which might be the problem:


7
NGUI 3 Support / Re: Pause Button
« on: February 21, 2013, 06:23:30 PM »
Set Time.timeScale to zero, on unpause just reset it to the value before you set it. (I got some problems with setting it to 1)
http://docs.unity3d.com/Documentation/ScriptReference/Time-timeScale.html

8
NGUI 3 Support / Destroying all TweenAlpha / TweenColor Components
« on: February 07, 2013, 05:29:13 PM »
Hey,

i'm currently facing a little problem. I have Fades of all Widgets between my levels, but if i for example hover a button with UIButtonColor on it and then start the level load with my fade out, the button isn't correctly faded, i tried to destroy all instances of TweenAlpha and TweenColor, but this results in the fade isnt done at all:

For example:
  1.         foreach (UIWidget wid in widgets)
  2.         {
  3.             if (wid.gameObject.collider)
  4.                 wid.gameObject.collider.enabled = false;
  5.  
  6.             if (wid.gameObject.GetComponent<iTweenEvent>())
  7.                 Destroy(wid.gameObject.GetComponent<iTweenEvent>());
  8.  
  9.             if (wid.gameObject.GetComponent<TweenAlpha>())
  10.                 Destroy(wid.gameObject.GetComponent<TweenAlpha>());
  11.  
  12.             if (wid.gameObject.GetComponent<TweenColor>())
  13.                 Destroy(wid.gameObject.GetComponent<TweenColor>());
  14.  
  15.             TweenAlpha.Begin(wid.gameObject, duration, 0);
  16.         }
  17.  
Got any suggestions for me?
Regards

9
NGUI 3 Support / Re: AtlasMaker cutting my sprites
« on: February 06, 2013, 03:39:05 AM »
Using UITexture (Simple Texture) or, but not recommended multi atlases.

10
Ah cool, thanks. Didn't notice that's static :)

Regards

11
NGUI 3 Support / Re: colliders out of panel can be pressed
« on: February 05, 2013, 03:04:19 AM »
Here's how to update your ngui version: http://www.tasharen.com/forum/index.php?topic=1440.0

12
NGUI 3 Support / Re: Scrollable panel and moving the panel...
« on: February 05, 2013, 03:02:50 AM »
Are you using the UITable function Reposition() after you populated it? As well you can try using ResetPosition() from your UIDraggablePanel.
http://www.tasharen.com/ngui/docs/class_u_i_table.html
http://www.tasharen.com/ngui/docs/class_u_i_draggable_panel.html

13
NGUI 3 Support / Re: UICamera Touch
« on: February 05, 2013, 02:59:13 AM »
I dont really know if i understood your question, but i'll try it: Every Sprite used in NGUI with a collider is able to send events to your camera. The method OnClick() gets called, if you click with your mouse or touch the button / sprite on your mobile device. Events available: http://www.tasharen.com/?page_id=160

14
NGUI 3 Support / Re: Can you have two UI ROOT(2D) and two cameras?
« on: February 05, 2013, 02:55:31 AM »
Yeah, that works pretty well. If you dont need the anchor to clip to two different sides, you can just create a new panel in your already existing UI Root, if not, just duplicate the anchor with all its childs.

Regards

15
NGUI 3 Support / Re: Scrollable UILabel
« on: February 05, 2013, 02:52:32 AM »

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