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Topics - terence

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1
NGUI 3 Support / Fonts fuzzy (fixed)...2.6.2
« on: June 16, 2013, 10:11:06 PM »
Hi,

If your fonts go all fuzzy on you with the latest update(like it did to me), just make sure your font text isn't being compressed (i.e. click on your font atlas) and set it to Advanced/Non Power of 2/No mip maps/Clamp/Bilinear ..override for iPhone(other devices) to RGBA 16 bit.

I also went ahead and changed the shader for the material to dynamic font. Not sure if that's the right thing to do but it made sense.

Sharing is caring..;P

2
NGUI 3 Support / ??? appear on pivot on sprites/labels etc
« on: June 11, 2013, 11:03:57 PM »
Just wondering why ??? are appearing instead of text on the inspector windows. Using latest NGUI 2.6.2

3
I noticed this:
http://www.tasharen.com/forum/index.php?topic=2283.msg11378#msg11378

and also notes in the build about fixes, but it still doesn't work right for me because when I call NGUITools.SetActive, many of my widgets child objects (i.e. labels, sprites etc) don't get activated. I just update to 2.3.6 and the problem is still there.

If it matter any, the panel starts out disabled (i.e. all elements disabled).

4
I am implement a series of dragabble object(Sprite + Labels) that are in a draggable panel (with a soft clip). When I drag the object out, i parent it a panel with no clipping. However when I do so, the object is still being clipped.

The following is the hierachy:
   DeploymentView(UIPanel)(z is 0)
   > Deployable(UIPanel with clipping, UIDraggablePanel) (z is -1)
   >>Mechs(UIGrid) (z is -1)
   >>>Mech 1(UIDraggable Object) z = 0
    >>>Mech 2(UIDraggabel Object) z = 0

   DeployedView(UIPanel) <- objects parent to this when 'dragged out' (z is -3)

I notice even after I parent the object to the panel, the 'materials' don't appear under the Deployed panel (unlike the drag/drop example 11).

Is there a step i'm missing?

5
NGUI 3 Support / Get RGB/Color values from a sliced sprite
« on: January 29, 2013, 03:45:28 AM »
Thinking of doing a simple skin tone picker and I need to grab the RGB color values from different sliced sprites. Would I access the Sprite Atlas as a texture. How would I get the sliced sprite coordinates?

6
NGUI 3 Support / UIAnchor widgets poping into place?
« on: January 18, 2013, 06:57:02 AM »
I am using NGUI 2.2.7.

I've implemented an app using UIAnchors to position my widgets to cater for multiple ios resolutions. The problem I am having now is that when I load between Scenes, the widgets seems to noticeably 'pop' into place. I am using a very simple 2D UI.

7
NGUI 3 Support / Fix for UISpriteAnimation bug...
« on: November 21, 2012, 07:46:32 PM »
UISpriteAnimation has a bug where it calls makePixelPerfect after setting the sprite. Obviously if you resized the sprite that would cause problems. So to fix it I added an member variable to enable/disable this. Not sure if should post the fixes but here are the code portions.

UISpriteAnimationInspector line 54 onward
  1.                 bool makePixelPerfect = EditorGUILayout.Toggle ("Make Pixel Perfect",anim.makePixelPerfect);
  2.                
  3.                 if (anim.makePixelPerfect != makePixelPerfect)
  4.                 {
  5.                         NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
  6.                         anim.makePixelPerfect = makePixelPerfect;
  7.                         EditorUtility.SetDirty(anim);
  8.                 }
  9.  

UISpriteAnimation
  1.         [HideInInspector][SerializeField] bool mMakePixelPerfect = true; // Line 21
  2.  
  3.         public bool loop { get { return mLoop; } set { mLoop = value; } }
  4.        
  5.         public bool makePixelPerfect { get { return mMakePixelPerfect; } set { mMakePixelPerfect = value; } } // Around Line 54
  6.  
  7.         // Around Line 88
  8.         if (mActive)
  9.         {
  10.                 mSprite.spriteName = mSpriteNames[mIndex];
  11.                 if (mMakePixelPerfect)
  12.                     mSprite.MakePixelPerfect();
  13.                 }
  14.        
  15.  
  16.  

Hope this make it into the next build..;P

8
NGUI 3 Support / Switch between cameras in game
« on: April 16, 2012, 01:39:00 AM »
I am using a simple 2D UI but I need to have multiple in game camera (i.e. I deactivate the main camera, set another camera for conversations etc). Right now when I 'switch' camera, the UI goes with it. Can I get the Ui to use the new camera setup?

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