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Topics - franktinsley

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In the past NGUI didn't have a behavior that I really wanted. In iOS when a button is pressed the collider, or whatever Apple might call it, increases in size as long as the finger doesn't stop touching the screen and is still over the collider.

This behavior really helps touch based applications feel better, especially if the buttons are many, small, and close together. Users constantly start touches inside small buttons just fine but have a hard time releasing their finger in just the right way as to keep the touch point inside the collider.

My question is: did NGUI ever have this feature added and if so how do I enable it? If not, what might be a good approach to scripting it up myself?

Said behavior in more detail: when a user begins touching over a button, the button's collider grows a given amount (generally adding about a half of a finger tip's width around the whole button). If the user drags off the collider it returns to normal size. If they drag back on to the (now normal size) collider it again grows until they drag back off of it or lift their finger anywhere. Lifting inside the collider of course fires the click event.

Thanks!!

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I absolutely LOVE NGUI's new abilities to reveal methods to call in the inspector from various components! It's changed my life! But I just noticed it can't seem to show extension methods. I use those to add things like Pause() or Stop() functions to UITweener for instance. Be great to get those working. THANKS FOR THE AWESOME WORK!

Edit: ACTUALLY, if NGUI could list every method on everything attached to a given GameObject as seen here in the asset "Visual Actions" https://vimeo.com/73517544 That would be PERFECTION! I often need to do things like disable this thing, or enable that thing, that right now I'm finding I'm making little generic scripts just to expose those simple properties. If they were all exposed in the inspector, like Visual Actions makes them, then I would be TOTALLY SETUP!

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I'm having a heck of a time finding a way to get my simple panel containing a column of buttons to scale down as the viewport shrinks so that it doesn't get clipped off the screen. Ideally, I would love a way to set a given amount of border so, if the viewport shrinks enough to begin clipping the border, the panel starts shrinking proportionally to keep that border there.

Anyone know the magic way to get NGUI doing this?

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NGUI 3 Support / UIAnchor for relative positioned widgets in a 3D UI
« on: October 08, 2012, 03:41:28 PM »
I have a 3D UI setup so I can use slick 3D animations and everything was working great until I tried to get some relative positioning working. I can make it work no problem on a 2D UI but when I try to add it to a 3D UI I get a lot of weird results. Is there an example or tutorial somewhere showing both relative UI placement (i.e. buttons that stay near the corners of a screen when it changes aspect ration) AND a 3D UI? I can't seem to find how this is supposed to be setup.

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