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Messages - eco_bach

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NGUI 3 Support / Dynamically change UIPanel TextureMask Offset value
« on: January 30, 2017, 02:44:49 PM »
Ok, so i am successfully masking using a texture mask. Now I need to dynamically change the offset of this mask.
From another class I have a reference to my UIPanel as 

public UIPanel overlayPanel;

and then a reference to the actual Texture2D Texture Mask as  overlayPanel.clipTexture;

So, how do I change the x offset of this Texture2D thru code?

NGUI 3 Support / Re: Mask a NGUI Texture?
« on: January 30, 2017, 12:01:22 PM »

NGUI 3 Support / Re: Mask a NGUI Texture?
« on: January 30, 2017, 11:55:50 AM »
Thanks. Almost there but still doing something wrong.

First let me confirm what I am trying to do.
Simply mask a NGUI Texture nested in a NGUI panel.

I've done the following
1-Selected the NGUI Panel and in the UI Panel Script set the type to Texture Mask.
2-Created a simple bitmap that I want to use as a mask. Imported this and changed the type to Sprite(2D and UI)
3-Dragged this new texture to the Select swatch associated with my Panel Texture Mask
4- Changed the size to the bitmaps original pixel dimensions

Now I assume that changing the offset values of this Texture mask should allow me to properly mask or reveal the nested NGUI texture
But whats seems to happen is all or nothing. The moment even part of the Texture Mask is 'on top of' the nested NGUi Texture it is entirely revealed.

I tried changing the shader for the nested NGUI Texture from Hidden/Unlit/Transparent Colored to Hidden/Unlit/Transparent Colored (texture Clip)

Any help appreciated as this is the first time I have tried masking in NGUI and am falling behind a project launch.

NGUI 3 Support / Mask a NGUI Texture?
« on: January 29, 2017, 06:55:05 PM »
I have a Texture 2D inside a NGUI panel object that I need to mask. And then dynamically move so that more of the texture is revealed.

I've never attempted to mask an NGUI texture before.
Can anyone suggest how this is done?

NGUI 3 Support / UI Panel Depth vs Sorting Layer and Sort Order
« on: January 19, 2017, 12:23:53 PM »
Finding the whole depth management thing quite confusing in NGUI.

Can anyone clarify the relationship between the
1 UI Panel Depth value,
2 Sorting layers
3 Sort order?

Would appreciate some feedback for a simple video playback application.
I am using 2 3rd party assets.
1 is AVPROVideo to play a full screen HD video

The 2nd is the odometer asset from the Asset store which depends on NGUI.

I am using a single NGUI 2D UI component
The AVProVideo player can target the NGUI UI texture inside the 2D UI component so only a single Camera (NGUI) is being used for both the video and odometer asset.

If I want to put an asset 'on top of' both my video and odometer, does it have to be a NGUI asset, or can it be a regular Unity Sprite or game object?
How would I create a 'camera in camera' or inset camera using a 2nd camera for debugging purposes?

NGUI 3 Support / Re: png+alpha on top of(higher depth) 2D UI
« on: January 18, 2017, 10:23:31 AM »
Or is this issue that I haven't created a proper texture or material for my NGUI Sprite.

In the attached I've created a new material containing my overlay bitmap texture. Do I instead need to create a new Atlas?

Sorry for the confusion, I haven't worked with Atlases before.

NGUI 3 Support / Re: png+alpha on top of(higher depth) 2D UI
« on: January 18, 2017, 09:59:21 AM »
Thanks Michael. But now I am a bit confused and could use your help. Yes it is a prefab but this particular prefab(Odometer from  Asset store) requires NGUI to work.
Please see attached.

Doesn't this mean it must be nested within a NGUI 2D UI?

NGUI 3 Support / Re: png+alpha on top of(higher depth) 2D UI
« on: January 17, 2017, 01:52:13 PM »
See the attached

My 'texture_overlay' which is a NGUI texture must appear on TOP of 'My_prefab' which is a child of the NGUI Sprite.

I've tried playing with depths but nothing seems to work.

Any help appreciated!

NGUI 3 Support / Frame rate Counter that is NGUI 3 compatible
« on: January 17, 2017, 12:33:13 PM »
Hi, my trusty standby, Advanced FPS Counter from the Asset Store does not seem to be NGUI compatible.

Can anyone recommend a solution that works?

NGUI 3 Support / png+alpha on top of(higher depth) 2D UI
« on: January 16, 2017, 09:13:42 PM »
Ngui novice. I have a 2D UI with a nested Prefab. I need to put a png with alpha on top of this nested Prefab. I've tried everything but no luck so far.
Can anyone help?

NGUI 3 Support / Fully compatible with latest Unity 5.5?
« on: January 11, 2017, 02:32:12 PM »
I want to use an asset that is nGui dependent but have never used nGui yet.

This is for a desktop deploy(no mobile)

Can anyone confirm that nGui is fully compatible with Unity 5.5?

Thanks again, but the built in water pro asset has a 'waves scale' feature. Just wanted to confirm there is something similar in Tasharen. This is the volumetric lighting asset I am talking about

Other Packages / Tasharen Water - scalability of waves
« on: August 05, 2015, 10:27:05 AM »
I have a large urban pond that I need to simulate, so no large waves, more like large 'ripples'. Does Tasharen Water scale nicely to create this effect?

Hi Aren. Thanks!!

So yes it seems that it does have this advantage over waterpro.  Unfortunately I have a project that makes heavy use of Robert Cupisz' LightShafts script. Any idea if they 'play nice together'?   ie will the shaders in Tasharen 'break' the LightShafts shaders?
If there is possibly a working demo of Tasharen Water I can download and try myself... Alsp please see my one other question about the scalability of the waves, since I am simulating large pond ripples, NOT large waves.
BTW, is Tasharen Tornto based?

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