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Messages - Cripple

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1
lol,

The version that you use is 1 year old ... you should upgrad your NGUI to the last version, but be careful ... ngui has been reworked since the 3.X.X version, you will have to migrate your work.

2
It is not a bug, it is how Unity displays prefab in the project view. It only displays the prefab itself and its direct children.

3
NGUI 3 Support / Re: Single frame delay on drawing
« on: March 04, 2014, 11:33:58 AM »
Close your eyes for a second  8)

4
Hi,

Alternative A is better in this case, because you want to "ADD" a new behaviour to your panel, not change its behaviour. Inheritance is fine when you want to override something to change its behaviour.

5
Why do you need to inherit from UIPanel ?

Also if you need to add behaviours to Widgets, just create a standalone MonoBehaviour with [RequireComponent()].

6
NGUI 3 Support / Re: full screen transparent button
« on: February 10, 2014, 11:24:09 AM »
Use directly an UIWidget with collider to detect a touch.

I think that Michael just disable the sprite rendering with its alpha is 0, there is no reason to draw the sprite. But don't do that !!!

Transparency is a pain on mobile where it is fillrate limited ... having a transparency sprite on the entire screen is a crime against humanity !

7
NGUI 3 Support / Re: Optimization Question
« on: February 10, 2014, 04:18:42 AM »
If you need a good pathfinder, use this one : http://arongranberg.com/astar/features#
It is well documented, open source and the free version features are fine for your needs (you have to use the grid graph).

PoolManager will be only useful for memory optimization, to avoid garbage collection, it is a must have however :)

If you use Unity-2D, juste pack the textures of your objects in the same big texture, and create the sprites that you need using this same big texture. You can use the NGUI atlas maker to create this texture for you!

For the targeting, split the update over frames, don't do it for all towers at the same time, put the enemies into Octree. There are a lot of possible optimization right there. For me I use Physics to detect when an enemy enters or leaves the area of my towers, I save it in a list and I do precise targeting only for those items.

And for the GUI of the game, of course use NGUI :p

8
NGUI 3 Support / Re: Board Game - Best Practices
« on: February 10, 2014, 03:59:25 AM »
Hi,

An UITable is used to arrange widgets into a variable cell size grid. You should use UIGrid for fixed items size.
You could use UIGrids (for the columns) in an UIGrid (for the rows). I didn't test it, but it must be OK.

UIGrid-Rows
 - UIGrid-Column1
     - Item1
     - ...
     - Item 8
 - UIGrid-Column2
    - Item9
    - ......
    - Item16
- ....

Tweening should be fine to animate your sprite.

Have fun.

9
NGUI 3 Support / Re: NGUI for Unity Book
« on: February 06, 2014, 08:53:31 AM »
It is sad that the book is already out of date, it is about NGUI 2.x

Otherwise the author lives in the same city as me (Toulouse-France) and works for the same company as me :D

10
NGUI 3 Support / Re: Optimization Question
« on: February 03, 2014, 05:46:27 AM »
Hi,

I wouldn't use NGUI for gameplay purpose, it is an UI framework.

Why don't you use the built in 2D support in unity ? if you don't have Unity pro for the automatic Atlas Backing, just build your own atlas to make batching possible.

100 units on the screen is not a lot. Targeting and Pathfinding will have to be optimized otherwise.

Just use NGUI for the UI of your game.

Ps : I'm a dev of Arcane's Tower defense : http://www.youtube.com/watch?v=9jNaK2P1WL0

11
NGUI 3 Support / Re: Justified text coming in v3.1 ??
« on: January 31, 2014, 12:45:28 PM »
It is already 3.4.7

Justified text : where?!?

12
NGUI 3 Support / Re: tween method
« on: January 30, 2014, 05:45:41 AM »
You have to modify the Editor of TweenPosition if you want to expose that property ([HideInInspector] works only for default Unity inspectors).

NGUI/Scripts/Editor/TweenPositionEditor.cs

13
I don't know what is your question or your concern.
I would say : "yeah do it".

By the way, why do you use Unity/NGUI for this kind of application ?

14
NGUI 3 Support / Re: Hoverable/clickable parts of the text
« on: January 30, 2014, 02:03:44 AM »
Splitting text into many labels is too much work, it must be done automatically.

Maybe look at the hyperlink here : http://www.tasharen.com/forum/index.php?topic=3695.0

15
NGUI 3 Support / Re: Hoverable/clickable parts of the text
« on: January 29, 2014, 11:29:37 AM »

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