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Topics - capitalj

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1
NGUI 3 Support / UIPopupList error message
« on: July 09, 2014, 07:09:39 PM »
Hi,

Sometimes I get this error:
NullReferenceException: Object reference not set to an instance of an object
UIPopupList.GetHighlightPosition () (at Assets/NGUI/Scripts/Interaction/UIPopupList.cs:447)
UIPopupList+<UpdateTweenPosition>c__Iterator2B.MoveNext () (at Assets/NGUI/Scripts/Interaction/UIPopupList.cs:472)

when I open a uipopuplist. It doesn't seem to cause any problems as the correct item is selected and it all looks fine, but just wanted to report it anyways. I can't seem to find a reliable way to repro it as the same popup will work without the error most of the time.

-JJ

2
Hi,

My scroll view contents aren't clipped within the panel when I scroll (they just all appear over top of the rest of the UI). When the scrolling stops the items that are completely outside of the panel disappear and only the items inside the panel remain (but are not clipped if partially outside of the panel). This is only happening on retina devices (iPad mini retina), not on non-retina devices or in the editor.

I have the latest ngui (just updated yesterday).

I remember this happening sometimes in ngui 2, but this is the first time I've seen it happen on 3x.

My unity is 4.5.1.

-J

3
NGUI 3 Support / OnCustomSort example?
« on: May 10, 2014, 10:48:14 PM »
Hi, I'd like to use the OnCustomSort delegate of UIGrid, but I'm not sure how it works. Are there any examples of this?

I'd like to sort using an int value.

4


Ok, so this happens when I instantiate a dynamic font uilabel prefab and anchor it to a gameobject offscreen. This only appears in builds, not in the editor. So far I've tested only iOS and Mac builds. In the editor the labels work perfectly and anchor themselves to my object. In builds they are gigantic when instantiated....

5
NGUI 3 Support / Dynamic labels and soft clipped panels
« on: May 08, 2014, 01:26:54 AM »
This is odd, and might just be limited to iOS platform, but dynamic font uilabels don't seem to show up (are invisible) when placed under a panel that has soft clipping turned on. If you turn off the soft clipping the uilabel appears, or if you move the label to another panel.

6
NGUI 3 Support / TweenHeight changing anchor left and right
« on: April 30, 2014, 12:00:17 AM »
Hi, I am trying to do a TweenHeight animation on a sprite that is anchored to it's Panel using Unified anchor. The left and right anchors are +0 but when the tween happens (which should only affect the height of the sprite?) both the left and right anchor values start changing as if they are trying to maintain the aspect ratio of the sprite (but I have aspect set to Free). In fact if you just drag left/right on the sprite height attribute the anchor does this as well. Is this the way it is supposed to work? If so, how do I do a tween height and not affect the width on an anchored sprite?

7
NGUI 3 Support / Keeping Widgets anchored to GameObjects on-screen
« on: March 29, 2014, 07:31:27 PM »
Hi,

I'm using the anchoring of UIWidgets to anchor to GameObjects (like characters). Is there any way to have the widget stay on screen even if the GameObject itself is off-screen? So if I move the camera so that the GameObject is off-screen to the right of the camera, the widget will just stay along the right edge of the screen.

I've done this type of thing when manually creating code to follow objects with NGUI elements before this new anchoring system, so just wondering if there's a easy way to do this without having to write brand new anchoring code? of if there's an example script of this already out there.

-JJ

8
NGUI 3 Support / Set Anchor on hidden objects
« on: March 24, 2014, 11:45:56 PM »
Hi,

I'm using SetAnchor on widgets to anchor them to gameobjects. But I've noticed that if I anchor them to an object who's renderer's are disabled then the widget is positioned offscreen (transform: http://cl.ly/image/2I1N1M183t0l ) even if the object becomes visible afterwards (ie: I'm using the FOW plugin and it takes a second or so for the object to become visible as the fog is lifted from the area around it, so I set the anchor to the object and then rebuild the FOW so that it reveals the object).

-JJ

9
NGUI 3 Support / Localization suggestions?
« on: March 04, 2014, 07:26:29 PM »
Hi, I'm using NGUI localization in my project (all strings are in a text file in the key = string format). I saw that the localization service on google play requires an XML.

Does anyone have any suggestions for localization services that work with the NGUI format or ways to automatically convert my NGUI text files to XML (XLIFF)? What do you guys do for localization?

10
NGUI 3 Support / Can you set a Slider value with UISlider.current.value
« on: February 17, 2014, 12:32:36 AM »
Hi,
I'm using a UISlider and wanted to know if it was possible to set the value using UISlider.current.value? I tried doing this:
UISlider.current.value = 0.5;

but got a null reference. This is with the slider visible and interacted with.

-JJ

11
NGUI 3 Support / Localizing formatted strings
« on: July 18, 2013, 05:40:21 PM »
Hi,

I'm trying to localize strings with {0} type of formatting. If I inspect the code with breaks the text gets properly formatted, but in the editor the text either doesn't get replaced or reverts back to the original localization:

Localization text file:
weaponRange = Range: {0}

Script:
  1. rangeLocalize.key = "weaponRange";
  2. rangeLocalize.Localize();
  3. rangeLabel.text = string.Format(rangeLabel.text, stats.range);

12
NGUI 3 Support / Select a sprite window blank sprites
« on: March 20, 2013, 07:11:18 PM »
I am getting blank sprites in all the sprites listed in the "Select A Sprite" window. But if I click on any of these blank spaces an actual sprite gets selected that is on the atlas. This happened recently, and I wasn't sure if it was after an update to NGUI or something else.


13
NGUI 3 Support / Starbase Gunship - with NGUI
« on: January 28, 2013, 06:53:15 PM »
Hey guys, just wanted to share my latest game using NGUI: Starbase Gunship. It's now available on the app store (and free for a few days), so I'd love to get any feedback and also thank everyone who helped me with NGUI. I asked a lot of questions and really appreciate everyone's help, I couldn't have made this game so quickly without NGUI and the support of this forum.

You guys ROCK!

http://bit.ly/sbgunship

Cheers!

-JJ

14
NGUI 3 Support / Pause and Tween Animations
« on: January 23, 2013, 07:29:56 PM »
Hi, I've setup a pause menu where the pause button changes the timescale to very slow, ie: Time.timescale = 0.0001f

And then I call a Tween Position animation that moves a pause menu onto the screen. I've found that in the editor this causes all of the buttons on the pause menu to stop working, but on an iOS device the same code works 95% of the time (5% of the time the same thing happens and the pause menu buttons don't work). The janky fix I've found for this is to add a 0.5 second delay before the timescale gets changed.

Any ideas on how to fix this so that the pause menu buttons don't freeze? (these are all located on the same panel as most of the other game UI and the panel is not static)

15
NGUI 3 Support / Wanted: UI Designer for Mobile Game - PAID
« on: October 22, 2012, 08:23:09 PM »
Hi everyone, not sure if it's okay to post for this on the forum, but if it is then maybe someone will be able to recommend a friend:

I'm looking for a UI Designer for a sci-fi mobile game (iOS), the game is about 70% complete and will be launched in December. It's using NGUI and has a placeholder UI.

Previous mobile game UI/UX experience is required. If you have created the UI for a universal iOS game (iPad/iPhone) or have sci-fi UI experience, please note that as well. You can email me a link to your portfolio and hourly rate at:

jj [at] iphonestrategygames.com

-JJ
www.capitaljmedia.com

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