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Messages - Wumpee

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1
NGUI 3 Support / Re: UIPopupList item labels have a Z depth of -1
« on: April 21, 2017, 11:37:36 PM »
Also, using the "On Top" option wasn't working for me. It was offsetting the position of the menu when it popped up.

2
NGUI 3 Support / Re: UIPopupList item labels have a Z depth of -1
« on: April 21, 2017, 11:33:05 PM »
In the latest version of NGUI, line 1043 is set as follows

lbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x - lbl.pivotOffset.x, y, -1);

Setting the -1 to 1 fixes this issue.

3
NGUI 3 Support / Re: NGUI Popup list on click instead of on press?
« on: March 26, 2017, 07:45:26 PM »
I did actually :P -- I added a drop-down that lets you choose whether it will react to a press or a click.

I was just saying it's a super trivial change to swap OnPress to OnClick. Only two lines have to change.

That's really good to hear, and thank you for being so responsive to everyone.

4
NGUI 3 Support / Re: NGUI Popup list on click instead of on press?
« on: March 21, 2017, 05:41:38 PM »
You have the source code for the popup script. Just modify it to suit your needs.

I already have. I was suggesting that it might be nice for you to add for others so that everyone doesn't have to re-write the same solution.

Also, that was a bit of a rude response since it's pretty obvious that anyone can just modify the script themselves.

5
NGUI 3 Support / NGUI Popup list on click instead of on press?
« on: March 19, 2017, 07:42:35 PM »
Would it be possible for you to add a mode to popup lists so that the item is selected on click rather than on press?

This functionality is desirable in many cases where you don't want mouse release events to fall through.

A simple toggle to select the mode of operation would be fantastic.

6
3.10.2, and yes we're using a dynamic font, but I did test with a bitmap font and the issue was still present.

7
Why would the items in a popup menu be blank (not drawn) the first time you click on the popup?

I'm dynamically setting the values of the popup for an in-game inspector by setting the UIPopupList's items member, as well as calling Set to set the current item.

When I run and click the popup list, all options are blank. They appear to be there but not rendering. If I drill into the hierarchy and change the size of any one of the options however, they all suddenly appear. The same is true if I click the popup, then click off it, then click on it again.

This is really odd.

8
Hey Arenmook,

With the latest version of NGUI (3.11.1), we've noticed that UICamera.hoveredObject is no longer being set for objects in our world. We have a UICamera object on the second (World) camera and it's set to Event Type '3D World'.

Has something changed in the latest version of NGUI that may have affected this?

9
NGUI 3 Support / Re: UIPopupList value always null
« on: October 09, 2016, 10:24:06 PM »
The more I look at this, the more ridiculous I realise it is - Having to double handle data like this is sloppy.

Why not make a UIContextMenu object instead of destroying UIPopupList like this.

I'm going to attempt to revert to a prior version of UIPopupList for now.

I am a fan of your work, don't get me wrong, but this is just bad - you should always be able to access the current value of a popup list

10
NGUI 3 Support / Re: UIPopupList value always null
« on: October 09, 2016, 09:54:05 PM »
Why would you use a UIPopup for a context menu... this has caused us some grief, and now we need to go and change all instances of popups to work differently.

It would have been nice to have this functionality as optional instead of forcing it.

11
NGUI 3 Support / Strange dithering issue in UI
« on: December 18, 2015, 01:26:25 AM »
Hi Arenmook,

Have you come across this issue before?

It's happening for us intermittently and only happens on certain people's PCs.

Please refer to the attached image.

12
NGUI 3 Support / Re: Dragging panel with embedded scroll view?
« on: October 07, 2015, 09:23:29 PM »
Thanks for that.

It's funny but I've noticed this issue in the past several times, but it wasn't critical to get it fixed until now, and then you fix it without me noticing :)

13
NGUI 3 Support / Re: Dragging panel with embedded scroll view?
« on: October 07, 2015, 08:36:52 PM »
3.9.2 at home, and 3.8.0 at the office

14
NGUI 3 Support / Re: Dragging panel with embedded scroll view?
« on: October 07, 2015, 08:31:39 PM »
I just did this simple test:

1. New scene.
2. Added a panel.
3. Added a child sprite with a collider to it, UIDragObject on it set to point to panel from #2.
4. Added a scroll view underneath panel from #2.
5. Added a sprite underneath the scroll view.

Running the scene and dragging the sprite from #3 works fine and there are no hitches. What are you doing differently?

I just followed those exact steps, and when I drag the title bar (Sprite from #3) around, the sprite from #5 hitches around

This is on my work PC too, and as a new scene in a different project, so it's showing the exact the same issue I'm seeing at home.

15
NGUI 3 Support / Dragging panel with embedded scroll view?
« on: October 04, 2015, 06:14:17 AM »
Hi, I have a couple of cases where I have a panel with an embedded scroll view, and when I drag the parent panel around, the scroll view hitches and looks bad.

Is there a particular way to set up something like this?

e.g. I have a Map with a title bar, which can be used to drag the entire map. The map itself can be scrolled around as it is much larger than the scroll view.

Panel_Map
- Title Bar (Has UIDragObject with Panel_Map as target)
- Panel (scroll view)
  - Texture (map)

This seems like a logical setup to me, but it just doesn't work nicely at all - it's like the panels are updating in the wrong order, or the scroll view isn't fully in local space.

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