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Messages - eppz!

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Thanks for clarification.
I'll sure trade long term efficiency for that two uncomfortable frame > Stick with disabling GameObject.

Is it the same as UISprite?
Set alpha to zero?

Hi there,
I have some completion view that is to be presented very often.

Currently I simply Disable the root GameObject, then animation Enables it upon presentation.  :-\

I'm curious if there is some more performant ways of this originating from the engine itself (turn off Panel component? Clip Panel? Move offscreen? Zero alpha?).

NGUI is still more performant than uGUI.

NGUI 3 Support / Change UIWidget anchor target on the fly?
« on: July 21, 2016, 04:35:10 PM »
I have a moving (scrolling) widget, and I want to "stick" some sprite to it at a certain time.

I did this...

  1. void Update()
  2. {
  3.         Transform target = (followPushTransform) ? layout.pushTransform : layout.anchorTransform;
  4. = target;
  5. = target;
  6. }

...but the sprite refused to move along the widget. I can see the targets update just right on the inspector, but the sprite don't get "stuck". Should I call some widget call on the sprite after adjustment (I tried `UpdateAnchors` with no luck)?

NGUI 3 Documentation / Re: UISprite
« on: September 06, 2015, 06:59:21 PM »
Wow, thanks!

Does it affect children down along the hierarchy?
Can I spare CPU (Behaviour.Update) this way as well?

NGUI 3 Documentation / Re: UISprite
« on: September 01, 2015, 04:21:56 PM »
What is the best way to inactivate a Sprite (a lot of)?

I have a huge bulk (120) of UISprite in a UIScrollView, also have multitude (7) of such scroll views. In the "frontmost" scroll view I use NGUI culling, but the rest of the scroll views should be inactive.

Currently I'm turning GameObjects On / Off. This way the drawcalls gets destroyed, the widgets won't get updated, childrens get inactivated as well. Beside some performance penalty, another drawback here is that I cannot adjust the dimensions / position of inactive widgets this way.

I'm just wondering if turning off Components only, or mark UISprites somehow not to render could be more efficient? Some way to preserve / reuse drawcalls, only mark them not to render?

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