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Topics - yahodahan

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1
Jumping back into some GUI work and running across several issues, figured might as well drop them all in one, if that is alright. Attached GIFs for a few of them, to make it better explained.

>Clicking eyedropper on area to get color, also performs actual click, losing selection


>Using middle-click to pan, if a GUI item is selected, when the middle-click is released it counts as a left click and selection is lost


>Holding "CTRL" or "SHIFT" to select multiple items often does not work, unless zoomed in fairly close, the click only selects the object and does not add to selection


>With multiple objects selected (simple sprites, in my case), "Right-Click > Attach" menu is relative only to last-selected object


>With multiple objects selected, keyboard shortcuts only affect last selected object (ie, Alt-Shift-C to add box collider)

>With multiple objects selected, clicking on the Unity frame loses selection

2
Currently working through the tutorial here: http://www.youtube.com/watch?v=cTjy-L8C6WM

I have been extremely careful to do everything exactly as the tutorial does. However, when I run the server I get:
  1. "UPnP: unable to open UDP port"

Here is the full screenshot:



Any thoughts on what might be going wrong? Thanks!
gw

3
Looking for a workaround to this-

Currently, our game uses "manual" height and a screen-size based switch, so that on scene load, the "height" is set to either 768 or 640 (iPad or iPhone).  This works great with our current setup, except for one problem: when the scene loads, you can see the GUI quickly scale to the newly set height.

Is there a way to get around this? I was thinking, but not sure how, perhaps I could "reach into each scene" from a start/loading screen, and set the manual height before the scene is loaded?

However, that's a non-NGUI method, is there a way any one could recommend to get around this? Thanks much!

4
NGUI 3 Support / Special case- floating widget over character's head
« on: July 23, 2012, 05:25:18 PM »
I'm sure something like this has been asked many times, but at least for my case, I can't find how to do this- thanks for bearing with me! :(

I have a 3D, top-down game, with 2D UI.
The game is for iPad, and we don't have time to set up multi-res atlases, so the top UIRoot component is set to manual and 768 for height. This makes it look just fine (if scaled up) on both SD and Retina screens.

So like I said, just trying to get a floating widget above the characters head like so:
  1. var melvinScreenPos = camera.main.WorldToScreenPoint(transform.position);
  2. var nguiPos = Vector3(melvinScreenPos.x-512, melvinScreenPos.y-384, 1);
  3. testWidget.transform.localPosition = nguiPos;

This will work when the screen is exactly 1024x768, but otherwise it gets off quickly.
I've tried various things with multiplying by screen width/height, and so forth, but just can't get this to work.

Thanks very, very much for any help...frustrating for something that's probably very standard! :(


5
Hi there-

The real-time tweening is a great feature, however I've run into a case where I need it to tween in "game time". I've been diligently digging through the reference and documentation, Google, etc...no luck :(

I swear there was a post on this somewhere, but can't find any info now that I need it, ha. Any pointers? For this particular item, even just the ability to pause, and then continue, would be sufficient. However, I can picture many uses for using actual game-time in the future.

Thanks!

6
Hi there-

I'm having trouble with a font being too "squished together" when using multiple lines, is there any option for adjusting this via NGUI? Photoshop calls it "leading", if that helps.

Otherwise, how would one do this in BMFont?

Thanks much!

7
NGUI 3 Support / Depth not working as expected
« on: June 22, 2012, 02:30:28 PM »
I'm having trouble with Depth in NGUI.

For the most part, it works fine. But occasionally text will refuse to "obey" the depth number, and render on top of/underneath things it shouldn't. I have found that moving the z position back and forth always works to force a depth, however this seems the wrong way to go about it, when you have such a nice depth system built in.

The other problem with moving on the z is, if I move a text item on the z, ALL text items in my scene move forward/back in visual depth. However, the z position shown for the selected transform, is not reflected in the other text items- they just mimic it's visual depth.

I haven't been able to find a similar problem+solution, am I just doing something wrong? Are there some typical user-errors I should check?

Thanks for the help!

8
NGUI 3 Support / How To Scroll while swiping over Buttons
« on: June 22, 2012, 01:53:43 AM »
Hi there-

I have a horizontal scrollview, and in it are 3 large buttons. They take up most of the space, actually. This works well if scrolling by swiping along the top/bottom where the buttons are not, however if I try to scroll by swiping across the buttons, only the button's actions are picked up.

To put that another way, if I tap/click on a area of the screen where there is a button, and then drag, no scrolling happens.

FYI, the "buttons" are large "World Select" images that I need the user to swipe through, then tap on the chosen world.

Is there a way around this? Thank you very much for any help!
gw

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