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Messages - Grhyll

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1
NGUI 3 Support / Little polish on UIScrollView
« on: June 05, 2014, 10:26:41 AM »
Hi,

Just to submit a little polish proposition on UIScrollView, that I've just done myself for my needs; in case Momentum is chosen (with unrestricted movements), I think the scroll view should not stop immediately if the bound is met in one of the direction ; it should continue in the direction which still has space to move.

I did it very simply in RestrictWithinBounds with:

  1. if(Mathf.Abs(constraint.x) > 1f)
  2.         mMomentum.x = 0;
  3. if(Mathf.Abs(constraint.y) > 1f)
  4.         mMomentum.y = 0;
  5. if(Mathf.Abs(constraint.z) > 1f)
  6.         mMomentum.z = 0;

Instead of

  1. mMomentum = Vector3.zero;

I guess it's not totally clean, but it seems to work.

Another suggestion for MomentumAndSpring would be to allow the user to select the strenght of the force that prevent the user to drag the view too far from the bound (which is currently determined by a hard coded 0.5f).

2
Indeed, sorry, I made a clean update by removing all previous sources and it was gone. I don't know why I still had one with AlphaTest...

3
Hi,

I was investigating about those warnings, and I'm quite concerned about this AlphaTest. Several people on internet say that this AlphaTest will make the game crash immediately on some devices like HTC Thunderbolt. Since I don't have one to test it, can you confirm this AlphaTest would not be a problem?

4
NGUI 3 Support / Re: ScrollView positionning
« on: April 25, 2014, 07:44:11 AM »
Well... looks like I did not try hard enough, I've finally found a workaround by moving the parent of my scroll view....

5
NGUI 3 Support / ScrollView positionning
« on: April 25, 2014, 07:31:12 AM »
Hi,

I've met some posts about my problem, but could not figure out a solution...
The changes of the behaviour of panel offset when there is a scroll view causes me huge headaches. I just don't get the point of setting the offset automatically without possibility for us to change it.
I'm used to spawn dynamically objects in the scroll views, and I like for that to have my first object on position 0,0,0 and my scroll view's transform on 0,0,0 as well, so that I can easily spring it to its initial position. However, it does not seem to be possible anymore. If I try to change the center position of my panel so that my first object is on the right place, it changes the transform's position as well, so it's not on 0,0,0 anymore. I've tried everything I could without modifying ngui's code, but I'm out of options. I Just want to be able to place my first item wherever I want with its position and the panel's transform position to 0,0,0, and it does not seem to be possible.
What is the good way to do this? What is the purpose of setting the panel's offset automatically?

6
NGUI 3 Support / Re: Dynamic font height
« on: December 12, 2013, 04:06:23 AM »
It has been sent! Thank you :)

7
NGUI 3 Support / Re: Dynamic font height
« on: December 11, 2013, 09:33:38 AM »
It does not seem to come from Unity, indeed. I created 2 GUI Text with the two fonts presented, and they were perfectly aligned.

8
NGUI 3 Support / Dynamic font height
« on: December 11, 2013, 09:20:00 AM »
Hello,

A few days only after my last topic, here I am again!
I now have a problem with one particular dynamic font, which behaves strangely with NGUI.
To illustrate that:

- The problematic font:


- Another font:


It's probably the font's fault (since other dynamic fonts work), however this problem does no show up with Photoshop, Word or even with Unity's GUI Text, only with NGUI.
Any idea how I could solve it? I can send you the font if needed (but not attach it to this topic, since it's not a free font).

9
NGUI 3 Support / Re: Tiled-sliced sprite ?
« on: December 11, 2013, 09:14:45 AM »
Great! Thanks :)

10
NGUI 3 Support / Re: Tiled-sliced sprite ?
« on: December 10, 2013, 11:19:51 AM »
I have been trying many different solutions for this issue today, and this advanced sprite script (with a few modification to adapt it to current NGUI version) is by far the best : the most simple and with the nicest results.  I definitely think it should be in the release version :)

11
NGUI 3 Support / Re: Tiled-sliced sprite ?
« on: December 10, 2013, 08:07:45 AM »
Thanks for the advice, did not think of that!

12
NGUI 3 Support / Re: Tiled-sliced sprite ?
« on: December 10, 2013, 05:22:34 AM »
Just to add another reason why tiled-sliced sprites are a good thing compared to the 9 pieces solution, tiled sprites need to have a very weak compression (like 32 bits), or there are artefacts at each repetition of the sprites (when compressed to PVRTC4 for example) ; if only the center of a sprite is tiled, this problem won't show up anymore.

Edit : And even with a 32 bits compression, there are still artefacts when the tiled sprite is used as a image button or when it's dragged... I think I'll go with your solution Nicki (I think it will fix all this), but it would have been better if it was included in the officiel package for the updates.

13
NGUI 3 Support / Re: Tiled-sliced sprite ?
« on: December 10, 2013, 03:40:22 AM »
ArenMook : Thank you for your answer, however the point of my request was to avoid such a complicate process (with 9 sprites!) by having just one sprite and everything done automatically.

Thank you Nicki, I will take a look at your work, it could help me! Nice to share :)

14
NGUI 3 Support / Tiled-sliced sprite ?
« on: December 09, 2013, 09:26:03 AM »
Hello !

I was considering implementing a tiled-sliced sprite (with constant borders and a center that is tiled), but then it will be annoying to keep my changes when updating ngui... Would it be possible to include such a feature in the release version?

15
NGUI 3 Support / Re: UISprite not updated until press released
« on: November 22, 2013, 08:25:08 AM »
Wow wow wow... nevermind, it was completely, stupidly my fault v_v I did not sent the event to the correct item..... Sorry for the time loss, thanks for trying to help anyway!

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