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Messages - Chaosgod_Espér

Pages: 1 [2] 3
16
NGUI 3 Support / Re: Update to most recent version slows Unity
« on: August 19, 2014, 03:51:51 PM »
Same issue here..

changing the GetComponentInparent<>() to .transform.parent.GetComponent<>()

Slows the whole Editor down as hell..
The question is, why is NGUI generating all those Errors about GetComponentInParent?
And why aren´t there more People with that problem?

I updated like before ..
Deleting NGUI Folder,
Import updated NGUI..

EDIT - IMPORTANT
For all that haven´t allready recognized it..  The new NGUI version needs a Unity Update to 4.5.2
But this info is only visible, if you take a look at the Asset Store NGUI page.. if you just update via your Asset Table, you won´t get it..

And i need to say - That´s so fucking bad! I´m not a fan of updating the whole engine, while i´m in the middle of creating a game.. That´s the main reason of fatal errors, that can destroy the complete work..
So..  PLEASE.. no more update forcing, just for NGUI updates ._.

17
NGUI 3 Support / Re: NGUI + German umlauts via WWW.text
« on: April 12, 2014, 11:53:10 AM »
they surely have. I copied them from my Windows/Fonts folder into my asset folder, and marked them to be used by the Labels in UILabel.

What i meant is:
when one of my team meber forget to use UTF-8, and uses ANSI instead.. is there a command to try to convert the Label.text to UTF-8?

18
NGUI 3 Support / NGUI + German umlauts via WWW.text
« on: April 11, 2014, 04:07:04 PM »
hi there..

Today i tried to create a Textviewer. This Window loads a *.txt file via WWW, and sets a Label.text to the loaded one.
The code works.. but the text is shown up with the black diamond "?", instead of ßÄäÖöÜü

So i saved the file as UTF-8 TXT.. it worked..

Question now - is there a way to auto-convert those signs?

19
NGUI 3 Support / Re: Updating the ScrollView gives Errors..
« on: March 16, 2014, 05:01:50 AM »
when calling UpdateScrollBars(true) or UpdatePosition(), the error i posted happens again :/


Edit:
When i try to change the value of the progress Bar/Scrollbar during testplay (with the Inspector Window), the same error appears. See:
Quote
NullReferenceException: Object reference not set to an instance of an object
UIScrollView.UpdateScrollbars (.UIScrollBar sb, Single contentMin, Single contentMax, Single contentSize, Single viewSize, Boolean inverted) (at Assets/NGUI/Scripts/Interaction/UIScrollView.cs:488)
UIScrollView.UpdateScrollbars (Boolean recalculateBounds) (at Assets/NGUI/Scripts/Interaction/UIScrollView.cs:459)
UIScrollView.UpdatePosition () (at Assets/NGUI/Scripts/Interaction/UIScrollView.cs:594)
UIProgressBarEditor.DrawLegacyFields () (at Assets/NGUI/Scripts/Editor/UIProgressBarEditor.cs:76)
UIProgressBarEditor.OnInspectorGUI () (at Assets/NGUI/Scripts/Editor/UIProgressBarEditor.cs:25)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/Inspector/InspectorWindow.cs:850)
UnityEditor.DockArea:OnGUI()

20
NGUI 3 Support / Re: Updating the ScrollView gives Errors..
« on: March 15, 2014, 05:37:30 PM »
okay.. the error is gone with AddChild.

i´m doing it now this way:
  1. [...]
  2. contents[runnerid,runnerfield].cont_window = NGUITools.AddChild(ContentWindowGrid.transform.gameObject, ContentWindowPrefabs);
  3. [...]
  4. ContentWindowGrid.repositionNow = true;
  5. [...]
  6.  

But the Scrollview is not possible to be scrolled. Like it is not updating its content length. Doesn´t matter if i try to scroll with the mouse wheel or the scrollbar.. the scrollview isn´t moving.
Currently, there are 6 Content windows, where 4 are the maximum visible paralell on screen.. So scrolling is essential for this list ._.

How can i update the scrollview, so it recognizes it´s content size/length/amount?

21
NGUI 3 Support / Updating the ScrollView gives Errors..
« on: March 13, 2014, 05:16:08 PM »
Hi..

Today i tried to add Components to my UIGrid at runtime.
The grid is child of a scrollview (to clip away on scrolling). And the Contents are childrens of the grid.
See:


Now i add content to the grid via Instantiate, set the Grid.transform as Parent, and update the grid via Reposition().
The instantiated contend is scaled up to 240*240*240. But that was solvable with resetting the localScales.

But at runtime, i get this Error:
Quote
NullReferenceException: Object reference not set to an instance of an object
UIScrollView.UpdateScrollbars (.UIScrollBar sb, Single contentMin, Single contentMax, Single contentSize, Single viewSize, Boolean inverted) (at Assets/NGUI/Scripts/Interaction/UIScrollView.cs:488)
UIScrollView.UpdateScrollbars (Boolean recalculateBounds) (at Assets/NGUI/Scripts/Interaction/UIScrollView.cs:459)
MainScript+<GetContent>c__Iterator4.MoveNext () (at Assets/Scripts/MainScript.cs:216)

Did i miss something in order to create a dynamic list of objects in a scrollable grid?

22
Other Packages / Re: Tasharen Fog of War
« on: October 25, 2013, 02:53:38 AM »
I´ve some questions too.

1st:)
I´m creating a Dungeon Keeper like Game - means a RTS. So there are up to 115 Objects that can reveal the FoW. And the revealed parts need to stay revealed.
Is that possible and (more important) fast with Your FoW?


2nd:)
Is there any way to animate the Edges of the fog, to give it a Fog-Look?

23
NGUI 3 Support / Can´t get the "fit screen resolution" to work
« on: May 27, 2013, 12:55:26 PM »
hi there...

i´ve created a simple Loading screen with the latest version of NGUI.
It contains
• background image (1920*1080)
• a small Loading Image (shown in a frame on top of the background)
• 3 labels to show text
• a slider as loading bar

All together looks like this on maximum resolution:

http://www.imagesload.net/img/Loading_Screen1.jpg

and this is the hierarchy:

http://www.imagesload.net/img/Unity_intern.jpg

My problem now - i worked myself through 5 tutorials. One sais i should deactivate something like an "automatic" option and setup anchors..etc (i´ve no "automatic" shown in any GUI object - dunno where to find this..), others are just.. annyoing short..  not good for beginners..
So..
How can i scale my whole GUI to fit the whole screen on any resolution from 1024*768 to 1920*1080?
UIStretch is just working for each widget itself - when i scale down the resolution - the whole positioning is going crazy... don´t let us speak about scaling :(

i really need help..

24
NGUI 3 Support / Layout Errors with NGUI and Unity Layout
« on: April 04, 2013, 03:02:17 PM »
hi there..

I imported several Assets. The list:

NGUI, Liquid particles, PlayMaker, Toon Explosions

Every Asset is updatet to the latest version. I´m using Unity 4.1.0f4 (free).

Today i started Unity.. And all my saved Layouts are corrupted. Each one is set back to the default Unity Layout, with "failed to destroy view" and more errors in the console.

So i reimported all assets - works now. But i´ve still this Error in the Console:
  1.         Layer index out of bounds
  2.         UnityEditorInternal.InternalEditorUtility:GetLayerName(Int32)
  3.         UnityEditor.EditorGUILayout:LayerField(String, Int32, GUILayoutOption[])
  4.         UICreateNewUIWizard:OnGUI() (at Assets/NGUI/Scripts/Editor/UICreateNewUIWizard.cs:43)
  5.         UnityEditor.DockArea:OnGUI()

The Error stacks in the console everytime i switch the windows. So.. I´ve the same error 20-30..etc times inside the console - and i´m able to clear it. But it appears again when i change window or do a testplay ._.

Does Someone know why this happens - and how to solve this?

25
NGUI 3 Support / Re: Make 3D Object inside a Button (orthographic)
« on: December 11, 2012, 08:06:24 AM »
oh i asked in the unity forum too
they said i should write in the vendor forum.. wich is here  :-\

i think i need to forget that idea.. and try to use icons for each model
 :'(

26
NGUI 3 Support / Re: Make 3D Object inside a Button (orthographic)
« on: December 11, 2012, 03:37:48 AM »
sure...  but..  more than 1000€ is not an Amount, i can bring on within the next Year.

i tried a camera way..

i managed to do this:

This size is hardcoded.. i don´t know if it´s working on other resolutions..

But i´ve no clue how to place and scale this camera correct

if i make the object smaller.. the camera shows side objects, too..
if i make the camera smaller, the object gets to big..
And it always is shown in the center of the screen, instead on the button field :/

27
NGUI 3 Support / Make 3D Object inside a Button (orthographic)
« on: December 10, 2012, 06:19:08 PM »
hi there..

i managed to create Buttons at runtime. Now i´ve a new problem..

I want to show a 3D model (rotating) inside a Button. AND, the objects mesh should only be visible inside the Button (no overlapping).
Means, i need a Window, where the object is placed in. and the window needs to be child of the button.

I tried it with a second, orthographic, camera. But it seems like it´s not possible to change the cameras size to have square form (instead of the aspect ratio rectangle).

I can´t use Render textures - cause i´m using the Free version of Unity.

Any idea how this could work?

28
NGUI 3 Support / GameObject to UIButton?
« on: December 09, 2012, 07:23:05 PM »
hi there..

i´m creating Buttons at runtime with:
  1. NGUITools.AddChild

problem now..

i want to set .isEnabled to false, for each created Button.
But this needs a UIButton..


Question:
how to set a UIButton from a GameObject?

LIKE:
  1. ButtonBlocksForeground = NGUITools.AddChild(MainUI_Object, prev_ButtonBlocksForeground);
  2. UIButton Button_BlocksForeground_UI = ButtonBlocksForeground as UIButton;
  3.  

29
allright, will make a topic there..

Found out how the character counter is working

UILabel.text.Length

^^

30
ah..
i don´t own Unity pro right now.. so.. render textures are not available..
How is the camera way working?

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