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Messages - ArenMook

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1
TNet 3 Support / Re: Admin folder & server file problem
« on: October 09, 2017, 09:56:04 AM »
Ah, my mistake, "-localPath" is actually specific to the game I'm working on. Looking at it, it's local by default. If you specify parameter -app "name", it will use that "name" as the folder name in My Documents -- so you were doing it right.

Btw, server.dat will only have something in it if you actually save RFCs -- meaning you have to use persistent channels as well.

The admin.txt file should get generated if it's not there, but it's done only when you launch a server instance from within your game iirc. It's like that because it automatically adds the local user as the administrator.

2
NGUI 3 Support / Re: NGUI 2.7 and Unity 2017 no menu bar
« on: October 09, 2017, 09:49:35 AM »
Check the Console window for errors.

3
Is your mask texture not set to Clamp?

4
TNet 3 Support / Re: Admin folder & server file problem
« on: October 07, 2017, 06:30:09 AM »
It's "-localPath". Capital P.

Does the app have permissions to access your drive?

5
NGUI 3 Support / Re: [Solved] Recommendation on how set up my NGUI Root
« on: October 07, 2017, 06:25:42 AM »
Always have only one UIRoot per scene. Each window underneath it should have its own panel, and should be saved as a prefab. Inventory, character screen, player list, world map, etc -- some examples of such windows. This way when you set up a new scene, you can drag in only the prefabs you need for it.

I also generally start most of those panels in a disabled state, and have a "window manager" script attached to the root with references to those game objects. When I want to enable a window, I tell the window manager to do it. For example, "window manager, show me the inventory window". It then enables the correct game object and shows it.

6
NGUI 3 Support / Re: UICamera.currentScheme changes to Mouse unexpectedly
« on: October 07, 2017, 06:21:50 AM »
In your case you are effectively disabling mouse input -- which you should really do in inspector. Simply turn off the mouse input checkbox.

The device is reporting a mouse position, so the input gets switched to it. Turning off mouse input on the mobile device should resolve the problem.

7
NGUI 3 Support / Re: UILabel line break/formatting
« on: October 07, 2017, 06:19:08 AM »
NGUIText.WrapText can do the wrapping for you, inserting the new lines you're looking for.

8
Look for the Unlit - Transparent Colored (TextureClip) shader. That's the shader that is used when you specify a clipping texture on the panel. Something Nintendo doesn't like about it -- I'd suggest playing with it.

9
NGUI 3 Support / Re: Constrain to UI Panel
« on: October 07, 2017, 06:13:00 AM »
All the math you need is in the UIDragObject script. Look for "restrictWithinPanel" and how it uses panel.ConstrainTargetToBounds.

10
NGUI 3 Support / Re: Alpha Mask with NGUI
« on: October 07, 2017, 06:10:05 AM »
You answered your own question, devi. On the panel.

11
NGUI 3 Support / Re: EditorUtility.SetDirty is deprecated
« on: October 07, 2017, 06:05:30 AM »
Thanks, I can make the change on my end.

12
Unless you specified some material override, the draw order is controlled by NGUI -- the widget's depth. Assuming the widgets are drawn by the same panel, of course.

13
Can't say I have any suggestions for you here. Also... windows phone is still a thing? <_<

14
Starlink / Re: Zero points for victory
« on: October 04, 2017, 05:25:53 PM »
It's possible that you won too quickly. The game must last for at least 90 seconds to award points if I recall correctly.

15
NGUI 3 Support / Re: UIRect.Start called one frame late
« on: September 24, 2017, 01:37:18 AM »
Call NGUITools.ImmediatelyRefreshDrawCalls on the game object you've just activated.

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