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Messages - Tester1234

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1
NGUI 3 Support / Weird ProgressBar Problem ?
« on: February 13, 2018, 04:39:49 AM »
Hi,

I have my progress bar, I set its value programatically using for counters etc...

Problem is when I update slider value ( by using progressBar.value or progressBar.set(value,true)) the label does not update, slider and progress bar sprites updates, however label text stays still. Like if it says %40 it stuck to that, but progress bar value and sprites updates. Label text is set to SetCurrentPercentage on notify as usual.

I have been using NGUI and ProgressBars for years, problem could be mine or could be about final update of NGUI, any ideas ?


EDIT 1: I did very deep testing
It seems that UIProgressBar > Set > NGUI.GetActive > mb.gameobject.activeInHierarchy returns FALSE, so notify/broadcast never fires.

EDIT 2: I think this system, not really good. Now I have to check each parent, I make sure is its activated before I set the progress bar value. It become a very long task. This was not like this before, did it become with the last update ? Do I have to activate progress bar and all its parents to set value of progress bar, just for label text update of the progreess bar ? This seems not a good logic.

EXAMPLE: Lets say, I have levels map menu with the progress bar for levels completed. I want to update all values levels, scores, progress bars before I activate the menu, now I cannot do it.


2
NGUI 3 Support / UILabel high GC Alloc and Time Ms
« on: October 29, 2017, 07:13:06 AM »
Hi,

I have a UI part which updated every frame ( car telemetry, needs to be updated every frame ). I use stringbuilders to minimize GC Alloc and Time MS, however NGUI UI Label creates extensive amount of GC Alloc and Time Ms

What could be the reason and how can I prevent this ?

Here is Deep Profile screenshot ( attachment )

3
NGUI 3 Support / Occlusion Culling on NGUI UI Root Camera ?
« on: October 27, 2017, 10:51:15 AM »
Occlusion Culling on NGUI UI Root Camera has any purpose ? If I disable it, is it ok ?
( I have my custom occlusion culling system, I do not use occlusion culling on my main camera )

4
NGUI 3 Support / Re: New child and depth problem ?
« on: January 26, 2017, 03:32:30 AM »
Thank you people. Yes, my animation was in a different panel, I solved the problem.

5
NGUI 3 Support / New child and depth problem ?
« on: January 25, 2017, 10:41:23 AM »
Ok, I do experince a depth problem, I will explain the problem;

I have panel and grid, and I have 15 items created from a ui prefab and added to grid ( each item has main gameobject with UIWidget and UI sprite as child ), this ui prefab has depth of 1000. I have also little win animation a UISprite just come over this grid of items, this UISprite has depth of 2000, however because grid items created in game play, my animation sprite with depth of 2000 still shows under this grid items with depth of 1000.

How can resolve this problem ? If I create child widgets and add to grid in game play, depth has no meaning any more ?

Regards

6
NGUI 3 Support / Re: Updated NGUI, cannot click buttons anymore ?
« on: December 31, 2016, 11:32:53 AM »
Problem solved, thanks.

7
NGUI 3 Support / Updated NGUI, cannot click buttons anymore ?
« on: December 27, 2016, 05:06:40 AM »
I have updated latest NGUI version from asset store, I cannot click any button anymore ( it was working fine, using Unity 5.3.2p4 ), However if I add new button to scene, it creates another UIRoot and adds button there, and that buttons work, but my old buttons in my old UIRoot does not work ?

Any idea ?
Thanks

8
NGUI 3 Support / Re: UISlider something is wrong !?
« on: March 03, 2014, 03:51:08 AM »
I have found the problem after long time debugging and testing. Problem was mine, not NGUI related.

I was working on a pop-up menu, all my pop-ups scaled to (0,0,0) with iTween in the beginning. Interestingly, this break the NGUI slider thumb position, if I dont scale, just hide pop-ups, everythings is working fine.

Thanks.

9
NGUI 3 Support / UISlider something is wrong !?
« on: March 02, 2014, 07:31:49 AM »
Hi, I have UI Slider, I set value on start (lets say 0.6f), I check inspector the value is there, but the thumb is not in the right place. (UISlider script value is correct, but thumb is not in correct place). However, after I move the thumb everything is fine.

  1.        
  2.         public enum Type{MUSIC, SOUND, CONTROLLER_SIZE_01, CONTROLLER_SIZE_02, CONTROLLER_TRANSPARENCY_01};
  3.         public Type type;
  4.         private UISlider uiSlider;
  5.        
  6.         void Awake(){
  7.                 uiSlider = this.gameObject.GetComponent<UISlider>() as UISlider;
  8.                 setUp();
  9.         }
  10.  
  11.         void OnEnable(){
  12.                 EventDelegate.Add(uiSlider.onChange, OnValueChange);
  13.         }
  14.        
  15.         private void setUp(){
  16.                 switch (type){
  17.                 case Type.MUSIC:
  18.                         //uiSlider.value = AudioManager.Instance.getVolumeMusic();
  19.                         break;
  20.                 case Type.SOUND:
  21.                         //uiSlider.value = AudioManager.Instance.getVolumeSound();
  22.                         break;
  23.                 case Type.CONTROLLER_SIZE_01:
  24.                         uiSlider.value = ControllerSettings.Instance.getControllerSize01();
  25.                         break;
  26.                 case Type.CONTROLLER_SIZE_02:
  27.                         uiSlider.value = ControllerSettings.Instance.getControllerSize02();
  28.                         break;
  29.                 case Type.CONTROLLER_TRANSPARENCY_01:
  30.                         uiSlider.value = ControllerSettings.Instance.getControllerTransparency01();
  31.                         break;
  32.                 default:
  33.                         break;
  34.                 }
  35.         }
  36.  

10
NGUI 3 Support / UISlider Change ?
« on: January 04, 2014, 10:59:25 AM »
I have been looking other topics, searching web, this UISlider seems to changed alot in time. I just followed many example, all of them was failure.  :-\ , so I deciced to ask.

All I need to get the change in slider;

I made a test script, attached to a slider, but nothing happens when the slider changes. Can someone guide me ? Regards.
  1.         private UISlider uiSlider;
  2.  
  3.         void Awake(){
  4.                 uiSlider = this.gameObject.GetComponent<UISlider>() as UISlider;
  5.         }
  6.  
  7.         void OnValueChange (float val){
  8.         Debug.Log("Slider Test: " + val.ToString());
  9.     }
  10.  

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