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Messages - TokyoDan

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1
NGUI 3 Documentation / Re: UISlider
« on: January 03, 2015, 10:42:35 PM »
I don't have a UIRoot component.

2
TNet 3 Support / Re: [showcase] Battlemass 2
« on: January 03, 2015, 10:24:50 PM »
Where is the server hosted?

3
NGUI 3 Documentation / Re: UISlider
« on: November 28, 2014, 03:03:31 AM »
I changed the 525 to 526. And that 1280 x 480 is what is automatically set whenever I create a UIroot or do something that creates one even if I don't want it to. Even reading the manual about UIroot doesn't give me an idea of how those measurements related to the actual size of my game (the part that isn't using NGUI). Most of the time I use NGUI an an overlay for my game which is now 526x700. If I tap the pause button which is a normal non-NGUI 3D game object it overlays my normal 3D game screen with the NGUI sliders. So that is why the game size of 526x700 is different from the UIroot of 1280x480 which was set by default when the UIroot was created.

It's all very confusing and even reading the manual I have no idea of how anything NGUI relates to the non-NGUI part of my game as far as size.  Although it kooks OK when built and in the Game window. e.g. the sliders may take up the top 1/4th of the actual game, the NGUI whatever I have is always very very small in the scene window (about 1/10th of the actual game) and I have to zoom way in to see it.

4
NGUI 3 Documentation / Re: UISlider
« on: November 27, 2014, 04:03:56 AM »
525x700 is the actual size of the game in Mac & web builds.

For iOS builds the UIRoot is set to 1280x480 for that ResolutionSwitchController (from way back) and has nothing to do with the actual size of the game which already successfully fills the Retina and non-Retina iPads in portrait orientation. The 1280 x 480 (480 for Portrait orientation) determines where the hires (Retina) normal-res (non-Retina) cutoff is so the the proper hires/normal-res fonts will be swapped in/out. This keeps the fonts crisp on both Retina and non-Retina devices.

5
NGUI 3 Documentation / Re: UISlider
« on: November 25, 2014, 02:42:23 AM »
3.7.5

In my scene on the same hierarchical level I got two UIRoots ("GameMessages Root" and "Sound UI Root" ) and one NGUI Camera.

"Sound UI Root" is the place that has the problem sliders. Both UIRoots are set like this:
Constrained OnMobiles
Current Width: 1280: Fit: unchecked
Current Height: 480; Fit: checked

The actual size of the game is 525 x 700.

6
NGUI 3 Documentation / Re: UISlider
« on: November 25, 2014, 01:54:28 AM »
I just made a slider. and that is what happens. Then I redid it using your clean sample in your previous post with all the default settings and it still happens. The only way I can really show you is to send you my project and tell you where the sliders are defined. Then you build for a Mac and a Retina iPad, run it on device, then you should see it. It doesn't happen in the editor. That's what confuses me.

7
NGUI 3 Documentation / Re: UISlider
« on: November 22, 2014, 03:56:35 PM »
Thanks. But I am not asking how to make a UISlider. I know how to make a UISlider and that is what I did. I am asking why it acts funny as I explained.

8
NGUI 3 Documentation / Re: UISlider - not showing value linearly.
« on: November 21, 2014, 10:18:18 PM »
When I slide the thumb control to the right the bar doesn't update linearly. It fills to the right faster than the right-ward movement of the thumb. Also I can't move the thumb to the rightmost or leftmost edge of the slider. This happens on Retina iPad and iMac builds but not in the editor. It is more pronounced on Retina devices. What could be causing this?

9
NGUI 3 Support / Is there a way to make a flashing UILabel?
« on: November 17, 2014, 03:03:33 AM »
I want to make a message that flashes "Connecting..." when my game is accessing the internet. I want to do this with a UILabel. Is there an easy way to do this?

10
NGUI 3 Support / Re: UIScroll View trouble after upgrade.
« on: November 02, 2014, 08:50:09 PM »
I found out what the problem was. In the UIScrollView UIPanel component the Clipping was blank. Not 'None' or any other setting but completely blank. This happened on upgrade and I followed the proper upgrade instructions. I made a new scene, deleted the NGUI folder, then re-imported the latest NGUI. I guess due to my not completely standard NGUI hierarchy that Clipping setting didn't get set to "Soft Clip" as it should have.

11
NGUI 3 Support / Re: UIToggle trouble after upgrade.
« on: November 02, 2014, 06:43:23 AM »
Oh. Those (which I haven't changed). I thought you were referring to a NGUI setting.

Thanks again.

12
NGUI 3 Support / Re: UIToggle trouble after upgrade.
« on: November 01, 2014, 08:05:23 PM »
as for 1. What Quality Settings are you referring to? Where are they?

13
NGUI 3 Support / Re: UIToggle trouble after upgrade.
« on: October 31, 2014, 08:53:56 PM »
I hit another problem after upgrade. It is with (vertical) UIScrollView Lists. Before when I dragged a list up or down the items in the list would be clipped to the window, now they are not clipped. What changes in the newer versions could cause that?

(I did a side-by-side check of all the settings between the old working version and the new bad version and all the settings are the same.)

My List hierarchy is:

AIListRoot (simple game object as parent)
   AIList (UIPanel and UIScrollView components)
       Grid (UIGrid)
          Item1 (UIDragScrollView, Box Collider components)
                BackGround (UISprite)
          Item2 (UIDragScrollView, Box Collider components)
                BackGround (UISprite)

14
NGUI 3 Support / Re: UIToggle trouble after upgrade.
« on: October 25, 2014, 08:01:03 PM »
Aren, Just to let you know...I fixed it. When I upgraded from 3.0.8 I followed the instructions about creating a new scene and deleting the NGUI asset in the Project panel, then importing the new version. But...

When I imported I intentionally (and stupidly forgot that I was using stuff from them) didn't import the Examples. This means that my toggles didn't have the Checkmark animation that is required.

To fix I imported just the examples, and dropped the Checkmark animation back into Animation slot of the Animation component of my checkmark object, then re-dropped my checkmark object back into the UIToggle Animation slot.

I am very sorry for wasting you time, but your help did point me in the right direction.
Thanks again.

15
NGUI 3 Support / Re: UIToggle trouble after upgrade.
« on: October 25, 2014, 03:35:41 PM »
I just upgraded to 3.7.5. Anyway problems like this are the very reason I didn't upgrade. Upgrades always break things. Also I appreciate your support and constant improvements. But there are just too many updates coming out too fast. I can see once or twice a year but more than that is just too much.

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