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Topics - tydygunn

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Hiya! NGUI's a lifesaver!

I'm building a scene with camera movement where the user can click and drag the mouse to rotate the camera. I've got it so when the mouse cursor is hovering above a UI collider it'll disable camera movement, but I'm having an issue with sliders. When you click and drag a slider, the cursor can move off the slider's collider area, therefore the camera's movement is allowed again even though the user is still dragging my UIScrollView's slider.

Do you have a technique I could use to check if a slider is in use? I've tried simply checking if UISlider.current != null, but that doesn't seem to be working. UISlider.current.isActiveAndEnabled doesn't work either, but I'm not 100% certain of the purpose of that bool so I didn't expect it to work in the first place. The slider is attached to a UIScrollView, so maybe I could check if that scroll view is being moved? I'm not sure how I'd do that.

Thanks for any advice you could give! Currently using NGUI 3.8.2.

2
NGUI 3 Support / Font offset (NGUI 3.6.8)
« on: August 06, 2014, 08:53:19 PM »
Hi there! I'm using a UILabel with a dynamic font. That font is Cartoonist Kooky, and it's a .ttf file. The font is offset outside of its bounds. Is there any way to fix this?

Screenshot attached. Thanks, and as always great work on NGUI.

3
Hello, I'm trying to create a draggable panel with the new version of NGUI, and have succeeded with a basic scrolling panel. That all works fine.

The issue I'm having is that when I attach a scroll bar to the scroll view, the scroll bar doesn't animate. I can drag the value of the scroll bar in the inspector, and it'll drag the panel's contents, but the bar itself doesn't animate. The scroll portion also doesn't resize.

I'm using a sliced sprite which is a 256x256 circle for the bars, if that matters. When generated, it looks a little FUBAR'd, but as soon as I hit play it resizes the background to be a bar length and the foreground to be a perfect circle.

4
Hello!

I'm currently using Unity 4.2.2 with NGUI 3.0.4, and I'm having issues on mobile (specifically Android at this point) devices. My UILabels are all dynamic, but have some intense issues ranging from leaving random letters unrendered, flashing on and off, and drawing the wrong atlas area (so instead of rendering a character, it'll render half of the character and then half of another character inside the same space).

When these issues occur, it happens with all of the labels on the screen currently using that font, and forcing a change in one of them (and by extension forcing a re-draw) the issues are usually resolved. That said, these issues are very noticeable to the end user.

I'd rather not update NGUI this late in a project if I don't have to, but I will if it means avoiding changing every single UILabel to a bitmap font. Ideas?

Thanks!

5
NGUI 3 Support / [SOLVED] Can't hear NGUITools.PlaySound()
« on: October 03, 2013, 07:06:25 PM »
Hi all. I'm working out of NGUI version 2.7.0 (waiting until the next new project before we make the jump to 3.0) and I'm having a bit of trouble with NGUITools.PlaySound(). I can't hear the sound.

- I logged out the code. It is executing that line and the audio clip is not null.
- NGUITools.soundVolume is logging out to be 1.
- I have a camera in the scene with an Audio Listener. It is active.
- The sound I want to play is 2D, and it's the standard NGUI "Tap" sound at this point, though that will change later.
- I can play and hear sounds that I assign to an AudioSource, so I know that my scene can play audio.

Not really sure what could be going on. I think I've covered all my "derp" bases here, but please correct me if I'm missing something obvious. My code is simply:

  1. public AudioClip tapSound; // Confirmed set in editor
  2.  
  3. void OnClick(){
  4.         Debug.LogWarning(NGUITools.soundVolume); // This does log out, so I know the code is executing.
  5.         NGUITools.PlaySound(tapSound, 1);
  6. }
  7.  

Thanks a bunch!

EDIT: I said 2.2.7 the first time I posted this. I meant 2.7.0.

6
NGUI 3 Support / UILabel's outline effect distance keeps getting reset
« on: February 21, 2013, 06:31:20 PM »
Hi all!

I'm having a problem in which I'm using a series of UILabels in my scene to act as score indicators when the player completes an action. These labels are parented under a UIPanel and are animated (they scale from 0, 0, 1 to normal size and back again). The panel always stays at (1, 1, 1), I'm only animating the label itself. I want a stroke around the letters and the standard (1, 1) size for outline isn't nearly big enough so I cranked up the effect distance variable to (4, 4). The issue I'm having is that while in game the stroke visibly resets back to what it looks like with a (1,1) stroke even though the inspector claims that the label is still at (4, 4). If I adjust the value in the inspector it seems to kickstart it again and the stroke reappears.

Am I doing anything obviously wrong? The text is almost unreadable without the stroke.

Thanks!

7
TNet 3 Support / Does TNet have built in interpolation?
« on: February 18, 2013, 07:44:12 PM »
Hi guys! I've purchased and have been very happy with NGUI. It's a fantastic product worth every penny. Because that works so well, I'm considering buying TNet and only have one reservation: does TNet have any built in network interpolation? I've been having terrible luck trying to get it to work in normal Unity networking, and I'm very early on in development to starting over with TNet is completely viable.

Thanks!

8
Hi all, you've compiled a great product here and it's been very much worth the purchase!

I'm having an issue with a draggable panel I've set up. It's nested properly I think:

UI Camera > Anchor > Empty "Folder" GameObject > UIPanel > UIDraggablePanel > UIGrid/UIDragPanelContents > Buttons with UIDragPanelContents

The scroll bar works fine, the contents scroll along when I drag and clip within the clipping bounds like they're supposed to. The issue is that the clipping bounds is moving in the direction that I'm dragging the contents. I've attached two pictures of the issue. The clipping area is outlined in purple and moves as I scroll the assets.

Is there something obvious I'm doing wrong here? Is there a possible workaround? Thanks for any advice and thanks for a great product!

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