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Topics - lime-green.at

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1
NGUI 3 Support / Font gets distorted and sprites disappear
« on: August 14, 2014, 06:40:54 AM »
Hi! I have a strange bug which I can't locate since some days.. Whenever I publish for APK and start the app, after a random time period NGUI starts messing around with the ui elements:




The boxes which are still visible are 3D objects, not ui elements.
Any ideas what could cause problems like that?
Regards

2
NGUI 3 Support / 4k atlas problem on some OS X devices
« on: July 22, 2013, 04:25:02 AM »
Hey,

i've run into a problem i cannot spot. On some OS X devices, the contents of my 4k atlas isn't displayed at all. All tested devices are running at 10.8.4.

For example, on this device, it doesnt work:



The result looks like that:
(The Icons which are displayed are located at a smaller atlas)





On the other hand, it works on a Mac Book Air with Intel Graphics:





This is the atlas which might be the problem:


3
NGUI 3 Support / Destroying all TweenAlpha / TweenColor Components
« on: February 07, 2013, 05:29:13 PM »
Hey,

i'm currently facing a little problem. I have Fades of all Widgets between my levels, but if i for example hover a button with UIButtonColor on it and then start the level load with my fade out, the button isn't correctly faded, i tried to destroy all instances of TweenAlpha and TweenColor, but this results in the fade isnt done at all:

For example:
  1.         foreach (UIWidget wid in widgets)
  2.         {
  3.             if (wid.gameObject.collider)
  4.                 wid.gameObject.collider.enabled = false;
  5.  
  6.             if (wid.gameObject.GetComponent<iTweenEvent>())
  7.                 Destroy(wid.gameObject.GetComponent<iTweenEvent>());
  8.  
  9.             if (wid.gameObject.GetComponent<TweenAlpha>())
  10.                 Destroy(wid.gameObject.GetComponent<TweenAlpha>());
  11.  
  12.             if (wid.gameObject.GetComponent<TweenColor>())
  13.                 Destroy(wid.gameObject.GetComponent<TweenColor>());
  14.  
  15.             TweenAlpha.Begin(wid.gameObject, duration, 0);
  16.         }
  17.  
Got any suggestions for me?
Regards

4
Hey,

im currently implementing a scene with about 30 checkboxes, all checkboxes are managed by the same controller. Is there any way to send the name of the checkbox or some other reference with the method call at the event reciver? Its also kinda annoying the checkbox set's itself at Start with calling the controller method...

Regards

5
NGUI 3 Support / UIDraggablePanel MoveTo
« on: February 02, 2013, 09:21:56 AM »
Heyho,

I want to Tween a UIDraggablePanel, but i have no idea how to do that. My DraggablePanel contains a Map with some Marks on it, as well as an infobox. When you click on one of the marks, the infobox appears. The position of the infobox is the position of the mark with some padding. My problem is, that if the mark is on the bottom of the dragable panel, the infobox reaches out of the displayed area of the panel. What I want to do is move the panel to a certain y value by clicking on one of the marks. The methods MoveRelative and MoveAbsolute are MoveBy functions, i rather need something like MoveTo.

Any suggestions?

Regards

6
Heyho community,

i just want to share to you guys how to get the best results with fonts in BMFont for NGUI. I did some testing and the following settings will give you the clearest fonts, as far as i can see.





Hope it will help :)

7
NGUI 3 Support / Display Sprite without Atlas
« on: December 07, 2012, 09:27:57 AM »
Hey,

im currently facing a problem with sprites. Ive got over 800 images, which should be displayed. Im getting the images from the resources folder. My question is: Is there any way to display without having them in an atlas (because yeah, 800 images in sprites isnt really what i want). Currently i just have a Plane with a Material, on which i apply the texture on need.

Regards

8
NGUI 3 Support / UIPanel Clipping in Playmode / Build
« on: December 06, 2012, 12:21:20 PM »
Hey,

i made an animation using the clipping feature:
  1.         if (fade)
  2.         {
  3.             uiMainPanel.clipRange = new Vector4(uiMainPanel.clipRange.x,
  4.                                                 uiMainPanel.clipRange.y,
  5.                                                 uiMainPanel.clipRange.z + Time.deltaTime * fadeFactor,
  6.                                                 uiMainPanel.clipRange.w + Time.deltaTime * fadeFactor);
  7.            
  8.             if (uiMainPanel.clipRange.z >= 370 && uiMainPanel.clipRange.w >= 465) fade = false;
  9.  
  10.         }
It works perfectly im playmode. When I build the EXE, the animation doesnt work at all, the panel just pops up normally after the fade gets false again. Do you have any ideas how to fix this?

9
NGUI 3 Support / UILabel - Soft Shadows
« on: November 28, 2012, 05:24:57 AM »
Hey,

so, theres that Effect/Shadow Feature in UILabel, is there any way to blur the shadow without making a new font with a blured Bitmap?

Regards

10
NGUI 3 Support / UIGrid dynamic offset
« on: November 12, 2012, 01:42:33 PM »
Hey,
im currently developing an multilanguage application, and i've got a horizonal menubar. Is there any way to make an dynamic offset for labels?
i rather wanna set the offset between the labels instead of the whole grid cell size.

regards

11
NGUI 3 Support / "Attach a collider" - which function is called?
« on: November 04, 2012, 02:08:27 PM »
Hey,

i need to attach a collider at runtime, but when i use the BoxCollider Component provided by Unity3d itself, the bounds aren't right.
If i attach a collider from the NGUI Menu, it fits. So i need to know how to attach a ngui collider from script.

Regards

12
NGUI 3 Support / Need kind of 2D "overlay / info screen" for objects
« on: September 26, 2012, 10:06:02 AM »
Hey,

I currently try to implement kind of a overlay / info screen for a lot of objects in my 3D room, but i don't have a clue how to do this properly. But: a picture paints a thousand words, so here's an illustration:



As you can see on that picture, I've got two UIs. One is for the other menu and is orthographic, the other one is perspective (used to run around in 3d space).
What i need is marked in green.

Hope you guys got some suggestions for me how to do that.

Regards

13
NGUI 3 Support / UICheckbox Controlled Component problem
« on: August 23, 2012, 08:47:15 AM »
Note: This message is awaiting approval by a moderator.
Heyho community,

im currently getting a strange error, but before i can explain the problem i should give you a small insight.
What im trying to do, is using different scripts from a GameObject depending on which checkbox is selected.

There are 3 scripts:
  • The first is for XY Rotation of an object
  • The second just rotates it in X
  • The third just rotates it in Y

So i did this:



I've created 3 dummys. The first, obj_ gets the Rotation for XY, dummy2 gets rotateY and dummy gets rotateX. Then i created the 3 checkboxes, all of them have the UICheckbox Controlled Component and as parameter the corresponding object (obj, dummy2, dummy).

When i start the game, the radiobutton for rotateXY is default, works pretty well. But: When I now select the radio for RotateY (dummy2) its still possible to rotateXY. When I select the radio for X it works. Afterwards Y works too. So i have to select X first, before Y is working proper. I know my English isnt the best, so here are some screens.




Hope you guys can help me / give me some tips how to realize that more efficient.

Regards

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