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Topics - JSorrentino

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NGUI 3 Support / Can use a bit of help on casting a ray.
« on: June 05, 2014, 11:18:40 PM »
  1.         Collider2D[] results = new Collider2D[10];
  2.         void RaycastForHits()
  3.         {
  4.                 int hits = Physics2D.OverlapCircleNonAlloc(, 0.5f, results);
  5.                 Debug.Log(hits + " hits");
  6.         }

When a 2d collider is touched (OnPress), I am trying to cast a ray from the center of that collider (2d circle), to see if any other objects (of the same type that triggerd the raycast) overlap.  I'm sure I'm doing something wrong, and can use a hand.  I'm getting erratic results.

Also, I need to set the radius of the ray cast to match the size of the collider (same one used above as

Any help appreciated.

Misc Archive / Translation serivice
« on: April 11, 2014, 03:30:58 PM »
Can anyone recommend a translation service that they have used and gotten good results at a decent price?  I'm currently looking at about 1000 words and the pricing I have gotten has been around $160 for a single language.


NGUI 3 Support / Localization questions...
« on: February 03, 2014, 01:29:53 PM »
Hi all, I am getting near the end of my development of a soon-to-be-released game.

I have currently implemented basic localization support with NGUI (Unity4.3.4), so everything is currently using NGUI localization for English.

I understand the process and how localization works (vaguely, i guess).

I know I can purchase / acquire fonts that support multiple languages, presume that I can export the font to a bitmap atlas for use in NGUI.  I'm having some trouble with languages like Japanese and Russian, for instance.

Is it possible to use a single font and export the fontmap that will support all languages?

I'm developing for mobile, so this is a consideration.

Is there another way of doing this with NGUI, or am I understanding how this works properly?

Font->BMFONT->atlas addition->select same font everywhere?  Do I need to have multiple font maps?  Some insight would be helpful, and couldn't think of a better spot to ask..


NGUI 3 Support / Widget color vs label color
« on: December 12, 2013, 04:28:12 PM »
Seems with the latest that in-line label colors (emoticons and colors) are not quite working right.  The widget color is overriding them.

ie: Widget color = Color.Red; uiLabel.text = "[FF0000]999999"; is appearing black.

NGUI 3 Support / Aspect ratio / Portrait & Landscape
« on: December 05, 2013, 04:24:55 PM »

    I have my UI originally designed at 1024 (600 min, 1280 max 1024 manual height).  All is well in portrait mode, which the game was originally developed to support only.

    Since then this has changed to allow orientation switches to all.  No issues in portrait, but when the device is put in landscape mode, the change scales down the UI.  I know this is proper and intentional, but this it not what i want.

    Is there an easy way to tell NGUI to keep the same aspect ratio that portrait uses, even if in landscape?

    My reasoning is that I will have 2 different menus - and if landscape is detected, ill use the landscape menu which should be sized the same, just I'll have it laid out different.

    Side note, using FixedSize for all the UIRoots.  Which is fine, again - I just need to override the default scaling to keep the portrait scale even if in landscape.

If this makes sense, thanks!


NGUI 3 Support / 3.0.3c bug?
« on: October 28, 2013, 09:35:22 PM »
When I update my atlas by selecting a *.png that's currently in the atlas, then click to update it, it changes all My UITexture widgets to UISprites.

This is quite odd, maybe I am missing something, but this is unexpected behavior.

The UITextures are using a material so that I can batch draw calls, about the only thing changed.

NGUI 3 Support / Android Build error in 3.0.3c
« on: October 27, 2013, 06:20:00 PM »
Using Unity Pro 3.5.7f

Assets/NGUI/Scripts/UI/UIInput.cs(423,48): error CS1061: Type `UnityEngine.TouchScreenKeyboard' does not contain a definition for `wasCanceled' and no extension method `wasCanceled' of type `UnityEngine.TouchScreenKeyboard' could be found (are you missing a using directive or an assembly reference?)

NGUI 3 Support / UITexture and draw call issue.
« on: October 27, 2013, 04:44:40 PM »
I have a map panel that has quite a lot of components, of which UITexture is one (level map, the texture is the path between levels).

Draw calls for the panel are incurring one extra call for every UITexture object on the panel.  So if I have 1 of this UITexture objects active - it's 1 draw call, if I have 5, it's 5 draw calls just because of the UITexture.  The panel draw calls show the UITexture calls sequentially, one after another.

The UITexture is a simple plane with scrolling UV (thus not using a sprite).  I've remove the UV scroll to test and it makes no difference.

Is there a way to batch the UITexture draw calls into 1 call, as I would have expected them to be?  Unlit/Transparent Colored is the shader.

Thanks for the help, I hope I made this clear in what's going on, but would be happy to add anything to get an answer.

NGUI 3 Support / GUI Layering help
« on: October 22, 2013, 11:13:39 PM »
Example: Scroll View (secondary camera) (writeup)

Using this example with the scroll camera being used for a map ( full screen ), I am having difficulty adding text above the View Camera (the one that moves).  Everything I try is rendering under the camera, I even tried adding a camera above it with a higher depth.  What am I missing?

My setup for testing is using the example provided.  I need to add text that is stationary in a corner of the screen, over everything (that does not scroll), but the map still needs to scroll under it.

Any ideas?

PS. Thanks!

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