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1
NGUI 3 Support / Problem with HTC UIInput (no "Done" button)
« on: July 07, 2014, 03:32:53 AM »
Hey,

we have a problem with a HTC device which doesn't have a "Done" button inside the native input field so the text isn't entered into UIInput. At the screenshot you'll see that there's no option to finish the input, only the "Back" key but that only cancels the input.

How do you guys handle this problem?

2
Hey,

I've updated from NGUI 3.0.6f7 and I can tell you that a lot of stuff, especially how details work have changed.

Now I was wondering why a UILabel with Overflowmode set to ResizeHeight gets its width resized and I found that in UILabel.MakePixelPerfect "mWidth = 100000" and afterwards "mWidth = Mathf.Max(w, minX)", means that it can get wider. I don't have any idea why ambigiousFont != null.

Any help on this topic?

3
NGUI 3 Support / (3.0.8 f5) TweenPosition in UIPanel jiggling
« on: January 06, 2014, 08:30:57 AM »
When using TweenPosition on a UIPanel it jiggles while moving (TweenPosition.value is updated correctly). This error was also present in 3.0.8 f3.

I'll send you a test project.

4
NGUI 3 Support / (3.0.8f5) Bitmap labels ignore pixel size
« on: January 06, 2014, 07:32:28 AM »
In the newest version, UILabels using bitmap fonts (dynamic fonts not tested) ignore the pixel size of the atlas. Can also be reproduced within the examples.

5
NGUI 3 Support / Wrong scaling of font icons with Atlas.pixelSize != 1
« on: January 02, 2014, 05:15:01 AM »
Font icons aren't scaled correctly when using atlases that have a pixel size unequal 1.

Version: 3.0.8f3

6
NGUI 3 Support / Clipped UIPanel messes up UI
« on: December 31, 2013, 09:14:27 AM »
When setting a UIPanel to Alpha/Soft Clip, my ui gets messed up. Some widgets are just not rendered, no matter if they're on the same atlas or not.

Using 3.0.8f3 (same with 3.0.8f2). Version used and worked before: 3.0.7f3

7
NGUI 3 Support / Performance improvement with 3.0.8?
« on: December 18, 2013, 08:23:51 AM »
Hey folks,

did anyone experience better performance with 3.0.8? I don't have the professional version so I can't test it on my own but we recently deployed our app to iPhone4 and the performance with UIScrollViews is modest and I hope 3.0.8 will improve this.

8
NGUI 3 Support / Flickering when calling SetActive() an GameObjects
« on: December 04, 2013, 12:09:45 AM »
Hey folks,

I get flickering when I call GameObject.SetActive(true/false) even so I call Refresh on the parent panel afterwards.

Sample project is attached.

9
NGUI 3 Support / 3.0.6f6 - UITexture drawcall not rendering correct texture
« on: November 29, 2013, 09:11:17 AM »
I have a strange problem. When I have several UITexture widgets and assign different textures to all widgets it sometimes happen that all UITextures draw one and the same texture, even so the correct textures are assigned.

All UITexture widgets have the same UIPanel as parent.

This behaviour is reproducable with 3.0.6f3 (haven't checked an earlier version).

10
NGUI 3 Support / Change shader's default texture to "black"
« on: November 29, 2013, 04:37:25 AM »
Hey Aren,

could you change the default texture of your shader's to "black"? When I load my shop UI I have a lot of UITexture widgets representing thumbnails. I assign the corresponding textures dynamically at runtime and because I don't want the user have to wait until every thumbnail is loaded, I display the widgets immediately. Now because the default shader texture is "white" you can see a white square that later changes to the correct texture.

With the default texture is "black" this won't happen.

  1. _MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}

PS: I could disable/enable the widgets when loaded but hey, why the hazzle when it could be that easy ;)

11
NGUI 3 Support / Text color tags behave differently
« on: November 27, 2013, 11:20:20 AM »
I've just upgrade from Unity 4.1.2 to 4.3 and from NGUI 2.7 to 3.0.6 and have noticed that colored text (e.g. [F7F6F6]my text here[-]) is now inked by the fonts default color. So if I have a text with black color and a white color tag, the text within the white color tag gets colored to black. You can check the behaviour within your Example 0, just change to color to black and the nice shiny yellow text gets black, too.

Now I've taken a look if the Unlit/Transparent Colored shader has changed and reverted it to an older version but the behaviour stays the same.

My question is, did Unity changed something within their shader pipeline? Did atlases use another shader before NGUI 3? Am I overworked and should go to bed?  ;)

12
NGUI 3 Support / UIDrawCall.CreateMaterial bug
« on: November 27, 2013, 07:46:46 AM »
It seems like you have a bug in the UIDrawCall.CreateMaterial method.

  1. string shaderName = (mMaterial != null) ? mShader.name : ((mMaterial != null) ? mMaterial.shader.name : "Unlit/Transparent Colored");

should be

  1. string shaderName = (mShader != null) ? mShader.name : ((mMaterial != null) ? mMaterial.shader.name : "Unlit/Transparent Colored");

13
NGUI 3 Support / UIPanel depth not relative to parent UIPanel
« on: October 29, 2013, 02:04:32 PM »
Hey folks,

until NGUI 3.0 I've used the z value for bringing windows to the front/back.

Now I use the depth value of the main UIPanel of a window ui. Problem is that the depth values of all the other UIPanels under the main UIPanel aren't relative so when I give a window a depth value of 10 and some other panels inside the window use 0 (which I assume to be relative), they appear behind the main panel of their window.

Any solutions for that problem?

PS: I use other UIPanels inside a window for e.g. clipping areas.

14
NGUI 3 Support / 3.0 - Correct (Pixelperfect) doesn't use pixel size
« on: September 21, 2013, 02:36:53 PM »
Using NGUI 3.0, the "correct" or make pixelperfect button scales the widgets to it's real texture size, not taking the pixel size of the referenced atlas into account. So using two atlases, one with 0.5 and another with 1.0 pixel size, results into widgets that are twice the size when using the 0.5 atlas.

15
Hey,

I heavily use the padding options of the atlas textures for the new font-icons-system (great feature!) to adjust their position inside the font. Now when I update the atlas this padding options get resettet and so does the position inside the font.

Is this a bug or should I use another option to adjust the icons position inside the font? The border option doesn't work for this.

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