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Messages - JSorrentino

Pages: [1] 2
1
NGUI 3 Support / Re: Can use a bit of help on casting a ray.
« on: June 06, 2014, 09:57:41 AM »
Disregard, sleep helps, apparently licking windows was my thing of the day.

Sorry to waste your time, Aren.

2
NGUI 3 Support / Can use a bit of help on casting a ray.
« on: June 05, 2014, 11:18:40 PM »
  1.         Collider2D[] results = new Collider2D[10];
  2.         void RaycastForHits()
  3.         {
  4.                 int hits = Physics2D.OverlapCircleNonAlloc(col.center, 0.5f, results);
  5.                 Debug.Log(hits + " hits");
  6.         }
  7.  

When a 2d collider is touched (OnPress), I am trying to cast a ray from the center of that collider (2d circle), to see if any other objects (of the same type that triggerd the raycast) overlap.  I'm sure I'm doing something wrong, and can use a hand.  I'm getting erratic results.

Also, I need to set the radius of the ray cast to match the size of the collider (same one used above as col.center).

Any help appreciated.

3
NGUI 3 Support / Re: Crash occurs in kitkat (under opengl 2.0)
« on: April 18, 2014, 11:54:40 AM »
  1. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  2. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  3. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  4. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  5. W/qdhwcomposer(  281): Excessive delay reading vsync: took 382 ms
  6. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  7. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  8. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  9. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  10. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  11. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  12. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  13. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  14. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  15. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  16. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  17. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192
  18. W/Adreno-GSL(28962): <ioctl_kgsl_sharedmem_write:1605>: kgsl_sharedmem_write:invalid arg offset 98304 size 1152 memdesc size 8192

Same issue as ChrisPruett - exactly.

I've been trying to find this error for a while now and have been alleviating anything I can to narrow it down.  Disableing animations, textures, coroutines, removing switch statements - anything I could think of.

Commenting the line out resolved my issues.  Samsung Galaxy S4, also the new S5 had the same crash/anr pointing to a memcpy issue.

Chris, thanks for posting the details, it really helped.

4
Misc Archive / Translation serivice
« on: April 11, 2014, 03:30:58 PM »
Can anyone recommend a translation service that they have used and gotten good results at a decent price?  I'm currently looking at about 1000 words and the pricing I have gotten has been around $160 for a single language.

Thanks!

5
NGUI 3 Support / Re: Load new texture into UISprite from code
« on: April 09, 2014, 07:54:27 PM »
OK, so after hours of looking at code, I finally figured this out.

It was an issue due to a Texture being used as a backdrop, it should have been a sprite.  Somehow it was converted, I probably deleted it from the atlas. Who knows.  On top of that, I use transparency, so VBO issues make sense now.  I made the texture a sprite, as it should have been, and removed another later of transparency to be safe.  All is good in life again.

On a side note, trying to add a 1920x1080 sprite to the atlas crashes the Atlas Builder :-)

Thank for the time, again, really appreciated.

6
NGUI 3 Support / Re: Load new texture into UISprite from code
« on: April 09, 2014, 09:05:13 AM »
OK, so it was the same as I deemed, not enough useful info to point to something obvious.

The DownloadTexture?   (edit, looked it up)  But this is exactly what I am doing in the root of the download, for loading and destruction.

I even thought that it could be a Android OS, so built as 2.3 -> 4.3 and tested all, apparently with the same error.

The one thing I am doing is destroying the objects that the texture is on,  but I've since removed all textures and tested with sprites only from the atlas - to the same dismay.

My object destruction is only on 2 UI panels that display facebook 64^2 textures.  I destroy, then clean up.  I was more worried that the destruction was leaving remnants (from www.texture -> mTex in your example), I also destroy the texture, specifically in the OnDestroy method.  But, who knows, I'm recoding that to recycle the objects just to see if it has anything to do with fragmentation on the OS.

7
NGUI 3 Support / Re: Load new texture into UISprite from code
« on: April 08, 2014, 04:49:58 PM »
I'm having an issue with loading a texture (facebook 64x64 profile pic) onto objects that scroll in a grid under a scroll view.

When a texture is used as one of the elements in the view, rapid scrolling crashes the device.

Aren, do you have a proper example of loading a texture and properly unloading any resources (the www.texture) properly?

I'm thinking my issue is the fact that it's a texture, as opposed to a sprite.  If I activate the placeholder sprite, scrolling seems fine - no crashes or ANRs.

I *think* the issue is the added draw calls from using textures, combined with rapid scrolling. I know there is a memory leak issue without properly handling unloading the texture (example that's 100% accurate would help there, but this issue is different).

Thanks!

EDIT:
Here's an ANR Crash report.  Being that you are better at this than me, maybe it will point to something obvious.
This report was generated with static elements in the grid.  One of the panel items is a UITexture. Nothing loaded dynamically.
All I did to cause it is scroll the list view on the device and let it keep bouncing back.

8
NGUI 3 Support / Re: Localization questions...
« on: February 05, 2014, 07:26:39 PM »
OK, makes sense now, change object that's referenced.  Thanks again for the quick response and update too.

9
NGUI 3 Support / Re: Localization questions...
« on: February 05, 2014, 04:55:49 PM »
Yep, makes perfect sense.  Allowing Dynamic fonts in the font atlas makes it simple.

10
NGUI 3 Support / Re: Localization questions...
« on: February 05, 2014, 04:22:59 PM »
Thanks again.  After your reply to another message, things got cleared up.  Thought I was missing something.

So your reply here, do you mean that you will allow reference fonts to work with dynamic fonts in the update? Just trying to be clear.

11
NGUI 3 Support / Re: User-Selected Font?
« on: February 05, 2014, 12:51:52 PM »
This method does not support Dynamic fonts.

12
I have another idea in mind instead. I'll have to prototype it before I talk about it though.

Has this prototype for dynamic font switching come out yet, as font atlases (currently) don't support dynamic fonts, just bitmap. 

Grazie!

13
NGUI 3 Support / Re: Localization questions...
« on: February 04, 2014, 03:44:06 PM »
OK, Dynamic fonts work great - easier to change to than expected.

Now, I'm learning how to support the glyphs needed for the different languages we plan to support.

US-English / European languages are simple, all can be handled with a single font.  Japanese, Russian, etc. will (so it looks) require separate ttf fonts.

How do you do font swapping (dynamic fonts) based on language?  Sorry for my ignorance, I'm new to this much in-depth localization.  As I'm using a Dynamic font now, atlas swapping doesn't seem to apply, any examples or docs on how to to this properly.

And for everyone, this release is planned for the 3 (iOS / Android / W8) main mobile markets.  Later a webplayer for facebook, etc.  What languages would you recommend to be sure to support, aside from English, Russian, Japanese, and the major European languages?

Thanks, again!

EDIT: So some of my Google digging shows that there are fonts available that encompass most of the necessary (and all) that I would deem necessary.  Size of these fonts is 7-13mb.  A bit much.  Not sure if individual fonts for specific languages is the better route or just use a very inclusive unicode font.

14
NGUI 3 Support / Re: Localization questions...
« on: February 04, 2014, 10:22:37 AM »
OK, perfect, now to read up on the Dynamic Fonts, as I've just upgraded to pro 4.3.4 recently.

Thanks, again, Aren.  Help is greatly appreciated.

15
NGUI 3 Support / Localization questions...
« on: February 03, 2014, 01:29:53 PM »
Hi all, I am getting near the end of my development of a soon-to-be-released game.

I have currently implemented basic localization support with NGUI (Unity4.3.4), so everything is currently using NGUI localization for English.

I understand the process and how localization works (vaguely, i guess).

I know I can purchase / acquire fonts that support multiple languages, presume that I can export the font to a bitmap atlas for use in NGUI.  I'm having some trouble with languages like Japanese and Russian, for instance.

Is it possible to use a single font and export the fontmap that will support all languages?

I'm developing for mobile, so this is a consideration.

Is there another way of doing this with NGUI, or am I understanding how this works properly?

Font->BMFONT->atlas addition->select same font everywhere?  Do I need to have multiple font maps?  Some insight would be helpful, and couldn't think of a better spot to ask..

Thanks!

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