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Messages - zippo227

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NGUI 3 Support / Labels are invisible on Mac Standalone
« on: August 21, 2013, 10:30:55 AM »
I have been building a log in scene with NGUI 2.6.3 and testing it mostly on my Windows machine, with infrequent testing on Mac. When I run the scene in my Mac Unity editor (I'm on Unity 4.2), it appears to be working correctly. I can see the labels just fine. However, when I build the game to standalone, the labels are no longer visible, but I can still see the main header label.

I did some testing where I put an arbitrary string in the (standalone-invisible) label, it was visible then on both Editor and Standalone. So, that let me know that it didn't have anything to do with the resolution of the window. But, when I try to fill them in on my own in script, they aren't visible in the standalone. Am I missing anything, or the dll doesn't work for Mac or something?

NGUI 3 Support / Re: What is a Popup Menu?
« on: August 05, 2013, 12:37:15 PM »
Thank you, that answers it.

I suggest making your dimensions powers of 2. 4x8 would be good, and 6x9 would be strange.

NGUI 3 Support / What is a Popup Menu?
« on: July 31, 2013, 04:06:39 PM »
I've been working to create a tabbed menu, and I came across "Popup Menu" I'm curious about what it does, but the documentation doesn't really explain it to me. Is it just a part of Popup List?

NGUI 3 Support / Re: Scroll view (with pictures)
« on: July 30, 2013, 01:07:27 PM »
To start showing pictures, I think you would need to add them all to an atlas. Correct me if I'm wrong Aren , but I think that you can only show objects with NGUI if they are part of the atlas.

I see. Thank you that worked. It was really helpful to start looking at the animation window to understand how these animations work.

NGUI 3 Support / Re: Animation
« on: July 30, 2013, 02:00:44 AM »
His answer was helpful, but I never even knew this animation window could do that. Read here for some help.

I am doing it through animations. I'm guessing that it's a parameter of the animation that is a attached to the panel?

Also, your animation looks really slick. Mine, the panel and text just seems to move to the left and don't look nearly as cool. Is that controlled by the part of the UIButtonAnimation with forward, toggle, or reverse?

I'm trying to make a copy of the Example 3, but my panel doesn't move far enough when the animation plays. The front panel moves, but the back panel only moves half as far as it should. The back panel should be resetting back to it's initial 0,0,0

NGUI 3 Support / Re: sending input to other classes
« on: May 11, 2013, 01:10:51 PM »
Would I be able to use this manager to handle multiple buttons? It sounds like I should create a large input manager type of class that handles of the input from the game.

NGUI 3 Support / sending input to other classes
« on: May 10, 2013, 10:01:42 PM »
Pardon me if this topic has been covered well in this forum; I am a new member although I purchased NGUI 10 months ago. It's so overwhelming to switch from the OnGUI functions that I have created throughout my game project. I have a lot of functionality that is built in to my project which relies on lots of input from the GUI.

I want to switch my entire project to NGUI and remove all of Untiy's Native GUI. I don't quite understand the information flow. If I have 3 input labels and a button, how can I link that button to send the information from the labels to another place. I used to have it so that the OnGUI functions had references to other objects which would interperet the data. Is this the best way with NGUI? I'm seeing all kinds of function delegates and message sending that I don't really understand. Any help is greatly appreciated.

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