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Topics - sebas

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NGUI 3 Support / Automatic UIRoot composition, how to disable it?
« on: August 15, 2014, 12:12:46 PM »

I updated to the latest NGUI and I noticed a new unexpected behaviour, NGUI now somehow tries to rearrange the hierarchy, probably to find the optimal combinations of UIRoot and Panels.

Ok I am sure currently our setup is a mess, but we cannot work on it. Is there a way to disable this automatically rearrangement?

NGUI 3 Support / Upgrade from 2.7 to 3.5 - it's a mess
« on: March 04, 2014, 01:35:32 PM »

upgrading the project is resulting very painful. I wonder if this upgrade tool would actually help us, we did not try yet. Please advise.

NGUI 3 Support / NGUI and [ExecuteInEditMode]
« on: June 20, 2012, 04:58:34 AM »

We are having a weird problem that we are currently putting down to the [ExecuteInMode] tag of the NGUI classes.

We are extensively using NGUI inside a prefab that is shared between several levels. All the levels are assetbundled, but before to assetbundle them we extract the shared prefab using the PushAssetDependencies/PopAssetDependencies feature.

However even doing so, the prefab is always different between the scenes, like if each scene has is own copy of the original prefab. Since we are not touching it (it happens even if we just revert it and save the scene), we are guessing that allegedly NGUI keeps on changing the prefab, even if nothing is touched.

This doubt is strengthen by the fact that once we start using NGUI, the * symbol that indicates that one scene has been changed and not saved never disappear, is always there, even if we just saved the scene.

Any advice?

NGUI 3 Support / NGUI using custom mouse position
« on: May 24, 2012, 07:00:15 AM »

NGUI camera code uses directly Input.MousePosition to get the mouse position, but what should I do if the cursor position is instead managed by the application?

Let's say I use Screen.lockCursor  and use the delta values to manage the mouse coord on my own. What do you suggest me to use? Thank you very much

NGUI 3 Support / Bugs
« on: May 23, 2012, 06:16:46 AM »
I finally tracked down two bugs in my project that seem to be related to NGUI code.
With a very simple setup with a Camera a Panel and some Sprites I get:

Several "CompareBaseObjects  can only be called from the main thread." messages with the following extra info:
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.

and "Scene is being destroyed while there are hidden renderers that are using it. This is likely an editor script creating objects with hideFlags and leaving them enabled."

when I stop the execution.

Edit: using 2.0.7
The first problem seems more serious. Thank you for your attention.

NGUI 3 Support / Data Binding
« on: May 03, 2012, 09:15:02 AM »
Just wondering if you ever thought to implement a data binding system into NGUI.

NGUI 3 Support / 3D UI with multiple panel
« on: May 02, 2012, 11:28:17 AM »
From the FAQ I can read:

"For 3D UIs, however, turning the window even slightly completely changes the distance to the widgets, and makes this approach completely unsuitable. This is why "Depth" was invented: it's a fixed value that stays constant, regardless of the transform. Unfortunately there is no way to make different draw calls respect this value (different panel / atlas = different draw call), so with multiple atlases or panels, Z still needs to be used."

We are having exactly the problem described. We have a panel which has some UI textures that cannot use the main atlas but must load dynamic images. This panel is a 3D panel and as expected NGUI is not able to sort properly the large background and the smaller UI textures on top of it. The result is that the UI textures which are closer are above the main panel, but the UI textures that are further than the centre of the panel will be behind it (due to the perspective point of view).

We have 2 way to resolve the problem. The first is to render the entire panel with a 2D camera on a rendertexture and the use the texture in a big UITexture.

The second one is to use different UIPanel and different Cameras, disabling zbuffer and render the cameras in the correct order.

I would like to know if you have more insights on the issue. Thanks

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