Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - sonicviz

Pages: [1]
1
Hi,
Got a problem hope someone can solve.
I have an app on Android that works fine on ARM devices.

I can get it to run on an ATOM device - a new ASUS Memo Pad ME176 (ATOM are not officially supported by Unity) by copying the apk but it doesn't run 100%, has some UI issues.
I'm getting some UI bits not showing, and from the logcat (see below) it looks like the problem is the NGUI unlit Transparent Colored shader.
ATOM does some emulation apparently that does not happen under ARM.

According to Unity docs on Player Settings/Android:
Graphics Level    Select either ES 1.1 (‘fixed function’) or ES 2.0 (‘shader based’) Open GL level. When using the AVD (emulator) only ES 1.x is supported.

The app is still using NGUI 2.7 (because it also uses NDATA and they have stopped updating *grrrr angry*) but I've checked the shaders in NGUI 3.6.* and they look the same so I'd probably be getting the same error on latest NGUI anyway.

Any clues / suggestions as to fixing this?

ty!

Crash 1
08-20 12:37:03.998: E/Unity(12066): -------- Unlit/Transparent Colored (SoftClip)
08-20 12:37:03.998: E/Unity(12066): 
08-20 12:37:03.998: E/Unity(12066): (Filename:  Line: 141)
08-20 12:37:03.998: E/Unity(12066): -------- failed compiling vertex program:
08-20 12:37:03.998: E/Unity(12066): 
08-20 12:37:03.998: E/Unity(12066): (Filename:  Line: 142)
08-20 12:37:03.998: D/Unity(12066): #version 300 es
08-20 12:37:03.998: D/Unity(12066): #define gl_Vertex _glesVertex
08-20 12:37:03.998: D/Unity(12066): in vec4 _glesVertex;
08-20 12:37:03.998: D/Unity(12066): #define gl_Color _glesColor
08-20 12:37:03.998: D/Unity(12066): in vec4 _glesColor;
08-20 12:37:03.998: D/Unity(12066): #define gl_MultiTexCoord0 _glesMultiTexCoord0
08-20 12:37:03.998: D/Unity(12066): in vec4 _glesMultiTexCoord0;
08-20 12:37:03.998: D/Unity(12066): #line 151
08-20 12:37:03.998: D/Unity(12066): struct v2f_vertex_lit {
08-20 12:37:03.998: D/Unity(12066):     highp vec2 uv;
08-20 12:37:03.998: D/Unity(12066):     lowp vec4 diff;
08-20 12:37:03.998: D/Unity(12066):     lowp vec4 spec;
08-20 12:37:03.998: D/Unity(12066): };
08-20 12:37:03.998: D/Unity(12066): #line 187
08-20 12:37:03.998: D/Unity(12066): struct v2f_img {
08-20 12:37:03.998: D/Unity(12066):     highp vec4 pos;
08-20 12:37:03.998: D/Unity(12066):     mediump vec2 uv;
08-20 12:37:03.998: D/Unity(12066): };
08-20 12:37:03.998: D/Unity(12066): #line 181
08-20 12:37:03.998: D/Unity(12066): struct appdata_img {
08-20 12:37:03.998: D/Unity(12066):     highp vec4 vertex;
08-20 12:37:03.998: D/Unity(12066):     mediump vec2 texcoord;
08-20 12:37:03.998: D/Unity(12066): };
08-20 12:37:03.998: D/Unity(12066): #line 325
08-20 12:37:03.998: D/Unity(12066): struct v2f {
08-20 12:37:03.998: D/Unity(12066):     highp vec4 vertex;
08-20 12:37:03.998: D/Unity(12066):     mediump vec4 color;
08-20 12:37:03.998: D/Unity(12066):     highp vec2 texcoord;
08-20 12:37:03.998: D/Unity(12066):     highp vec2 worldPos;
08-20 12:37:03.998: D/Unity(12066): };
08-20 12:37:03.998: D/Unity(12066): #line 318
08-20 12:37:03.998: D/Unity(12066): struct appdata_t {
08-20 12:37:03.998: D/Unity(12066):     highp vec4 vertex;
08-20 12:37:03.998: D/Unity(12066):     mediump vec4 color;
08-20 12:37:03.998: D/Unity(12066):     highp vec2 texcoord;
08-20 12:37:03.998: D/Unity(12066): };
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _Time;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _SinTime;
08-20 12:37:03.998: D/Unity(12066): #line 3
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _CosTime;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_DeltaTime;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec3 _WorldSpaceCameraPos;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _ProjectionParams;
08-20 12:37:03.998: D/Unity(12066): #line 7
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _ScreenParams;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _ZBufferParams;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_CameraWorldClipPlanes[6];
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _WorldSpaceLightPos0;
08-20 12:37:03.998: D/Unity(12066): #line 11
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _LightPositionRange;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_4LightPosX0;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_4LightPosY0;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_4LightPosZ0;
08-20 12:37:03.998: D/Unity(12066): #line 15
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_4LightAtten0;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_LightColor[8];
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_LightPosition[8];
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_LightAtten[8];
08-20 12:37:03.998: D/Unity(12066): #line 19
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SpotDirection[8];
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SHAr;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SHAg;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SHAb;
08-20 12:37:03.998: D/Unity(12066): #line 23
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SHBr;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SHBg;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SHBb;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_SHC;
08-20 12:37:03.998: D/Unity(12066): #line 27
08-20 12:37:03.998: D/Unity(12066): uniform highp vec3 unity_LightColor0;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec3 unity_LightColor1;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec3 unity_LightColor2;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec3 unity_LightColor3;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_ShadowSplitSpheres[4];
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_ShadowSplitSqRadii;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_LightShadowBias;
08-20 12:37:03.998: D/Unity(12066): #line 31
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _LightSplitsNear;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _LightSplitsFar;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 unity_World2Shadow[4];
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _LightShadowData;
08-20 12:37:03.998: D/Unity(12066): #line 35
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_ShadowFadeCenterAndType;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_mvp;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_modelview0;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_invtrans_modelview0;
08-20 12:37:03.998: D/Unity(12066): #line 39
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 _Object2World;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 _World2Object;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 unity_Scale;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_transpose_modelview0;
08-20 12:37:03.998: D/Unity(12066): #line 43
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_texture0;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_texture1;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_texture2;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_texture3;
08-20 12:37:03.998: D/Unity(12066): #line 47
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 glstate_matrix_projection;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 glstate_lightmodel_ambient;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 unity_MatrixV;
08-20 12:37:03.998: D/Unity(12066): uniform highp mat4 unity_MatrixVP;
08-20 12:37:03.998: D/Unity(12066): #line 51
08-20 12:37:03.998: D/Unity(12066): uniform lowp vec4 unity_ColorSpaceGrey;
08-20 12:37:03.998: D/Unity(12066): #line 77
08-20 12:37:03.998: D/Unity(12066): #line 82
08-20 12:37:03.998: D/Unity(12066): #line 87
08-20 12:37:03.998: D/Unity(12066): #line 91
08-20 12:37:03.998: D/Unity(12066): #line 96
08-20 12:37:03.998: D/Unity(12066): #line 120
08-20 12:37:03.998: D/Unity(12066): #line 137
08-20 12:37:03.998: D/Unity(12066): #line 158
08-20 12:37:03.998: D/Unity(12066): #line 166
08-20 12:37:03.998: D/Unity(12066): #line 193
08-20 12:37:03.998: D/Unity(12066): #line 206
08-20 12:37:03.998: D/Unity(12066): #line 215
08-20 12:37:03.998: D/Unity(12066): #line 220
08-20 12:37:03.998: D/Unity(12066): #line 229
08-20 12:37:03.998: D/Unity(12066): #line 234
08-20 12:37:03.998: D/Unity(12066): #line 243
08-20 12:37:03.998: D/Unity(12066): #line 260
08-20 12:37:03.998: D/Unity(12066): #line 265
08-20 12:37:03.998: D/Unity(12066): #line 291
08-20 12:37:03.998: D/Unity(12066): #line 299
08-20 12:37:03.998: D/Unity(12066): #line 307
08-20 12:37:03.998: D/Unity(12066): #line 311
08-20 12:37:03.998: D/Unity(12066): #line 315
08-20 12:37:03.998: D/Unity(12066): uniform sampler2D _MainTex;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec4 _MainTex_ST;
08-20 12:37:03.998: D/Unity(12066): uniform highp vec2 _ClipSharpness = vec2( 20.0, 20.0);
08-20 12:37:03.998: D/Unity(12066): #line 333
08-20 12:37:03.998: D/Unity(12066): #line 342
08-20 12:37:03.998: D/Unity(12066): #line 333
08-20 12:37:03.998: D/Unity(12066): v2f vert( in appdata_t v ) {
08-20 12:37:03.998: D/Unity(12066):     v2f o;
08-20 12:37:03.998: D/Unity(12066):     o.vertex = (glstate_matrix_mvp * v.vertex);
08-20 12:37:03.998: D/Unity(12066):     #line 337
08-20 12:37:03.998: D/Unity(12066):     o.color = v.color;
08-20 12:37:03.998: D/Unity(12066):     o.texcoord = v.texcoord;
08-20 12:37:03.998: D/Unity(12066):     o.worldPos = ((v.vertex.xy.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
08-20 12:37:03.998: D/Unity(12066):     return o;
08-20 12:37:03.998: D/Unity(12066): }
08-20 12:37:03.998: D/Unity(12066): out mediump vec4 xlv_COLOR;
08-20 12:37:03.998: D/Unity(12066): out highp vec2 xlv_TEXCOORD0;
08-20 12:37:03.998: D/Unity(12066): out highp vec2 xlv_TEXCOORD1;
08-20 12:37:03.998: D/Unity(12066): void main() {
08-20 12:37:03.998: D/Unity(12066):     v2f xl_retval;
08-20 12:37:03.998: D/Unity(12066):     appdata_t xlt_v;
08-20 12:37:03.998: D/Unity(12066):     xlt_v.vertex = vec4(gl_Vertex);
08-20 12:37:03.998: D/Unity(12066):     xlt_v.color = vec4(gl_Color);
08-20 12:37:03.998: D/Unity(12066):     xlt_v.texcoord = vec2(gl_MultiTexCoord0);
08-20 12:37:03.998: D/Unity(12066):     xl_retval = vert( xlt_v);
08-20 12:37:03.998: D/Unity(12066):     gl_Position = vec4(xl_retval.vertex);
08-20 12:37:03.998: D/Unity(12066):     xlv_COLOR = vec4(xl_retval.color);
08-20 12:37:03.998: D/Unity(12066):     xlv_TEXCOORD0 = vec2(xl_retval.texcoord);
08-20 12:37:03.998: D/Unity(12066):     xlv_TEXCOORD1 = vec2(xl_retval.worldPos);
08-20 12:37:03.998: D/Unity(12066): }
08-20 12:37:03.998: E/Unity(12066): -------- GLSL error: WARNING: 0:7: 'float' : The type is missing precision qualifier
08-20 12:37:03.998: E/Unity(12066): WARNING: 0:9: 'float' : The type is missing precision qualifier
08-20 12:37:03.998: E/Unity(12066): WARNING: 0:11: 'float' : The type is missing precision qualifier
08-20 12:37:03.998: E/Unity(12066): WARNING: 0:315: 'sampler2D' : The type is missing precision qualifier
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:317: 'uniform' :  cannot initialize this type of qualifier 
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:335: 'o' : undeclared identifier
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:335: 'vertex' :  field selection requires structure, vector, or matrix on left hand side
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:335: 'assign' :  cannot convert from '4-component vector of float' to 'float'
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:337: 'color' :  field selection requires structure, vector, or matrix on left hand side
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:337: 'assign' :  cannot convert from '4-component vector of float' to 'float'
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:338: 'texcoord' :  field selection requires structure, vector, or matrix on left hand side
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:338: 'assign' :  cannot convert from '2-component vector of float' to 'float'
08-20 12:37:03.998: E/Unity(12066): ERROR: 0:339: 'worldPos' :  field selection requires structure,

2
NGUI 3 Support / UIToggle Starting State (is driving me nuts)
« on: June 14, 2014, 08:11:18 AM »
I have a settings panel with a number of checkboxes using UIToggle (NGUI 3.6.2) to control showing/hiding some gui elements

for example: UIToggle keyboardToggle

I have set up delegates to accept value changes but not really using it as they are set on a settings panel that is accessed via a screen button.
User then hits a back button to go back to the main play scene with the new settings controlling what is shown.

I am checking keyboardToggle.value when the apps main view is shown when going back to the scene from the settings panel.
It is also checked the very first time when going from a loading info screen with a big play button.

Issue:
If I set the starting transition to unchecked the keyboardToggle.value = true when I go the main scene the very first time.
I checked this via a Debug in a start method.
But...when I go to the settings panel it gets flipped to false (reflecting the correct starting state) and also correctly shows unchecked without me doing anything.

It's driving me nuts. Why isn't it getting set to false initially when it should be?

3
NGUI 3 Support / iOS Build Error 3.6.3 UnityEditor
« on: June 11, 2014, 08:40:56 AM »
Getting a UnityEditor does not exist in current context trying to build to iOS

?

4
NGUI 3 Support / NGUI 3.6.2 Stretch a sprite full screen
« on: June 06, 2014, 10:26:51 AM »
Hi,
I've watch the tutorials but still can't figure out how to replicate the simple case of stretching a sprite horizontally and vertically so it will be locked as a panel background no matter what screen size.

I understand how the new anchoring works but the new stretch is head scratching.

clues?

5
NGUI 3 Support / 2.7 Upgrade Guide
« on: May 22, 2014, 09:39:18 AM »
Hi,
Is there a proper upgrade guide anywhere?

All I've found is the readme:
If you have a Standard License:
1. In Unity, File -> New Scene
2. Delete the NGUI folder from the Project View.
3. Import NGUI from the updated Unity Package.

and a video:
http://www.youtube.com/watch?v=uNSZsMnhS1o

But not very much explanation of the order of fixing things.
There's a few threads but it seems like they all have bits and tips that would be useful.

It would be useful to have it all pulled together rather than the treasure hunt it seems at the moment.
I'm testing a small upgrade atm and unsure of the order.

Opened scenes, resaved.
Dragged prefabs, resaved.

What's Upgrade Widgets on the menu do? When is it useful to apply?
All my widgets are all over the place, so scratching my head trying to figure out why and what the fix is to get them back.

Glad I tried on a small test project fir rather than the couple of big ones I need to convert!


6
NGUI 3 Support / 3.6 Scroll examples
« on: May 21, 2014, 02:44:01 AM »
Hi,
Just checking out the 3.6 release on Unity 4.3.7p1 and Example 7 and 14 scroll views are not working correctly.
They scroll past the clipping and overlay other objects. Looks very messy.

Edit: Also Tutorial 6.

Unity or Ngui issue? Doesn't appear to be working correctly.

7
NGUI 3 Support / Link to 2.7 documentation
« on: October 10, 2013, 11:30:25 PM »
Hi,
Maybe I missed it?

Is there a link to the 2.7 script documentation?

Please don't remove all the 2.7 info either.
As 2.7 is the last working version before major update to 3.0 I think there will be a few projects still using it so access to documentation is still handy.

I just upgraded HarpNinja http://harpninja.com/wp/2013/10/09/harpninja-2-0-finished-development/ to 2.7 but will leave 3.0 upgrade for another time due to the amount of work necessary.

ty!

8
NGUI 3 Support / UITexture not updating
« on: October 02, 2013, 12:41:00 AM »
Hi,
I'm trying to get this color picker https://www.assetstore.unity3d.com/#/content/7353 working with NGUI but having a real pita.
I'm using NGui 2.7 for now.

I have a slider with color hues sending the update to a huebrightness material that is on a UITexture, which just has a color value.
This material is updating in the editor properly, and on the NGUI texture on initial start (it sets the right color when the OnSliderChange is sent on Start) but the UITexture will not update after that.

This is driving me nuts!

Any clues as to why this does not work properly?
It should be
. assign material to UITexture
. update material
. UITexture shows changed material

Here's the shader (one of them, the HueBrightness)

As I say this works on startup (see Start() below) but will not update on screen after that (see SetHue(hueSliderValue) ) but in the editor the background material is updating correctly.
Why does it work initially then fail to update?

  1.         public Material backgroundMaterial;
  2.     private     UITexture texture;
  3.         private Texture2D tex;
  4.  
  5.         void Start() {
  6.                
  7.                 texture = GetComponent<UITexture>();           
  8.                 //color = HSBColor.FromColor(renderer.sharedMaterial.GetColor("_Color"));
  9.                 texture.material = backgroundMaterial; 
  10.         }
  11.  
  12.     public void SetHue(float hue)
  13.     {
  14.                 texture.material.SetColor("_Color", new HSBColor(hue, 1, 1).ToColor());
  15.    }

  1. Shader "ColorPicker/ColorSaturationBrightness" {
  2.         Properties {
  3.             _Color ("Main Color", Color) = (0.75,0.15,0.56,1)
  4.         }
  5.         SubShader {
  6.             Pass {     
  7.                         CGPROGRAM
  8.                         #pragma vertex vert
  9.                         #pragma fragment frag
  10.                         #include "UnityCG.cginc"
  11.                        
  12.                         float4 _Color;
  13.                        
  14.                         // vertex input: position, UV
  15.                         struct appdata {
  16.                             float4 vertex : POSITION;
  17.                             float4 texcoord : TEXCOORD0;
  18.                         };
  19.        
  20.                         struct pos_output {
  21.                             float4 pos : SV_POSITION;
  22.                             float4 uv : TEXCOORD0;
  23.                         };
  24.                        
  25.                         pos_output vert(appdata v) {
  26.                             pos_output o;
  27.                             o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
  28.                             o.uv = float4(v.texcoord.xy, 0, 0);
  29.                             return o;
  30.                         }
  31.                        
  32.                         half4 frag(pos_output o) : COLOR {
  33.                                 half4 c = o.uv.y + (_Color - 1)*o.uv.x;
  34.                             return c;                  
  35.                         }
  36.                         ENDCG
  37.             }
  38.         }
  39. }

ty!

9
NGUI 3 Support / v2.7 bug? AddWidgetCollider
« on: September 26, 2013, 03:22:17 AM »
Hi,
I'm upgrading an existing project from V2.5.2 to V2.7 prior to V3.

Existing code on a sprite
            NGUITools.AddWidgetCollider (sprite.gameObject);
            button = (UIButton)sprite.gameObject.AddComponent ("UIButton");   

the added boxcollider was sized correctly at (1,1,0) but after V2.7 update they are all (0,0,0) and therefore don't work.

Is there something else I can do to get these back to normal?
It's quite a complex UI.

ty!

10
NGUI 3 Support / Unity4.2 updated - fonts screwed
« on: July 22, 2013, 07:59:39 AM »
I updated to Unity4.2 and my gui textures, fonts specifically have gone spastic - lots of white space making them unreadable.
Edit: It's not just textures. See the first image to see what they look like after 4.2 update, 2nd image is before update (different scene, but same atlas Space from Starlink UI Kit)

Edit2: The textures are fine, look aok in the editor preview. It looks like the problem is the shader for the material is now screwed as it does not display correctly in the editor preview.
I'm using the NGUI standard shader of Unlit/PremultipliedColored.
What's changed in 4.2?

Edit3: Changing shader to Unlit/Transparent types puts them back to ok. Somehow Unity4.2 has screwed up the premultiplied shaders?

Release notes have this:
Texture importer now has "Alpha is Transparency" setting, which does color dilation to fix edge artifacts on semitransparent textures. It is enabled by default for GUI textures.
http://unity3d.com/unity/whats-new/unity-4.2

When the project was upgraded all the textures got reset to Texture, but now setting them back to Gui is not fixing the issue.

Anyone having similar issues or got a solution? (I'm probably missing something obvious)

ty!

11
NGUI 3 Support / Color tags not working in v2.0.7
« on: May 24, 2012, 01:10:50 AM »
Hi,
Did something change in the latest version?
I have a bunch of labels with color tags ex: [95d0fc]Blow notes are Blue    and now they are not working, the tag text is showing up on screen.

?

ty!

12
NGUI 3 Support / How to...make Ex12 Scroll View selectable?
« on: April 16, 2012, 08:29:21 AM »
Hi,
I'm playing around with scroll view as a possible solution to my "no scrolling popup list" problem and was wondering...

What would be the best way to make the example have individual selectable items?
Make the current image sprite an image button instead, and use UIGrid name or index as the unique identifier?
Use case would be to turn it into a level selector or item selector, think a playlist or something else, that then fires off some configuration and the game starts.

ty!

13
NGUI 3 Support / HTML Links
« on: April 16, 2012, 02:44:51 AM »
Hi,
I wanted to create some help screens that would have HTML links in some of the text. Does NGUI support that?

ty.

Pages: [1]