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Messages - leegod

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31
NGUI 3 Support / Re: How to drop atlas's file size?
« on: January 31, 2015, 09:23:19 PM »
Best way to reduce your atlas size is to not bake everything. Have a 400x150 button? Don't bake it. Use 9-slicing. 9-slicing and overlapping multiple sprites to create a more complex looking image is pretty easy to do, but it does involve using your imagination better to see what can be split up and how.

Windward uses a single 1024x1024 texture for all of its UI elements, except country flags which are on a separate texture.

9-slicing?  So slice original 400x150 button to 9 pieces, and later make 9 sprites ngui object in game, and assign 9 pieces individually to there?

And how deal about card illustration (I am using 500 * 400 size card) sort of things that can't be sliced.


32
NGUI 3 Support / Re: Scroll View's inside item's alignment problem.
« on: January 31, 2015, 08:10:55 PM »
After every card draw? That doesn't make sense to me...  add your all cards at once, then call Reposition().

Thank much!! This solves problem!

33
NGUI 3 Support / How to drop atlas's file size?
« on: January 28, 2015, 08:35:35 PM »
So I made many atlases by ngui-atlas maker.

Some has many cards (over 20~30), some has many gui element (window, btn, etc).

But its file size incredibly large like over 20mb, 40mb.

So I checked image atlas's inspector and it has 4096, Truecolor setting.

So if I want size-down, (cuz I am making mobile game, file size is also issue) should I have to make atlas texture format as 'Compressed' and lower 'Max Size' option at import setting?

Do I have other optional ways to lower entire .apk file size?

Thanks.

34
NGUI 3 Support / Re: Scroll View's inside item's alignment problem.
« on: January 28, 2015, 08:28:29 PM »
Did you call the grid's Reposition() function after adding your content? If you don't do it, the content won't be moved to its proper place.

Yes I did handGrid.Reposition();  after every card draw and final draw step's done.

35
NGUI 3 Support / Attach tag to UITextList?
« on: January 27, 2015, 10:48:05 PM »
So I use UITextList for show system message to end users.

How to add some tag to text, and if user want to see only specific type message, how to show only that type message?

Like mmo game(world of warcraft)'s message window, if user click battle message tab, only battle related message will appear.


36
NGUI 3 Support / Re: Scroll View's inside item's alignment problem.
« on: January 27, 2015, 10:45:18 PM »
Most left positioned card (drawing is Red Ball likely) actually stacked with other card. So it looks like 4 cards there, but actually there are 5 cards.

So I dragged that stacked card to outside and drop, it went to its intended position. (drawing is fire bolt likely)


37
NGUI 3 Support / Scroll View's inside item's alignment problem.
« on: January 27, 2015, 02:21:58 AM »
Hi.
As you can see in this short video,

http://youtu.be/T61Jd5pbDD8

First 2 cards at left corner of scrollview stacked(overlapped). Of course this is not intended, I don't want them stacked.

Why this occur and how to fix?
(This occur when I draw more than 4 cards for initial draw number)


38
1. I followed that link's your post,

Ok, open up NGUITools.cs, line 1281 and comment out the part that makes this function recursive:
  1.         static public void SetLayer (GameObject go, int layer)
  2.         {
  3.                 go.layer = layer;
  4.  
  5.                 //Transform t = go.transform;
  6.                
  7.                 //for (int i = 0, imax = t.childCount; i < imax; ++i)
  8.                 //{
  9.                 //      Transform child = t.GetChild(i);
  10.                 //      SetLayer(child.gameObject, layer);
  11.                 //}
  12.         }

even after done this, still layers keep changing when put out prefab.

39
Thx for reply.

1. But I already make that line to //, but still all layers changed when I put out prefab to the scene.


2. I added by NGUITools.Addchild to the grid and set Arrangement and Sorting to Horizontal.

40
Bump.

41
NGUI 3 Support / How to make ngui sprite at runtime?
« on: December 25, 2014, 04:11:51 AM »
So I am thinking about buff showing system,

like most MMO game(World of Warcraft, etc), if character has some status like good of bad, icon appear below of portrait, so user know what sort of buff/debuff effect put on.

So I need to make this sort of system for my game,

if character got status, status (buff/debuff) icon (+its name) should appear, how can I make this?


Instantiate ngui sprite+label prefab?

or can I generate ngui sprite at runtime?

or more good way exist?

Thanks.


42
NGUI 3 Support / How to block change layer when put out prefab to scene?
« on: December 22, 2014, 10:01:54 PM »
I have 2 questions.


1. When I put out prefab to hierarchy (scene screen), all Ngui object's layer set to NGUI layer which is UIRoot's layer.

Why this occur? How to block it?

I have some ngui objects which has different layer other than UIRoot's layer.

I want to maintain those layer setting.


2.  How to tweak newly added scroll item's position?

I want to change newly added scrollview item's position to very left or right edge from the item list.

But like this video, http://youtu.be/uNoHElA63gU

newly added item only generating at position of 2nd from most left item.

How can I change this position manually to most left(or right) edge of scroll list?


Thanks.

43
NGUI 3 Support / How to tweak newly added scroll item's position?
« on: December 19, 2014, 03:40:34 AM »
I want to change newly added scrollview item's position to very left or right edge from the item list.

But like this video, http://youtu.be/uNoHElA63gU

newly added item only generating at position of 2nd from most left item.

How can I change this position manually to most left(or right) edge of scroll list?

Thanks.


44
NGUI 3 Support / Why is this error?
« on: December 02, 2014, 03:04:25 AM »
When game start, this error pop up 999 times at console window. But game runs.


Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!
UnityEngine.BoxCollider:set_size(Vector3)


45
NGUI 3 Support / How to differentiate layer?
« on: December 02, 2014, 02:46:53 AM »
So I have ngui objects in one UIRoot and I want some of its children have different layer than UIRoot because I want them show from another camera.(perspective camera for enable 3d-like effect)

But ngui seems automatically set their layer same with UIRoot's layer.

How can I avoid this?




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