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Messages - Bradamante3D

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NGUI 3 Support / Re: Tooltip doesn't work with 3D UIs?
« on: September 09, 2015, 10:02:01 AM »
Hm, I can have a 2D and a 3D NGUI camera in the same 3D scene at the same time ... right? How would that work? The mouse-over events that are fired by the 3D camera would get picked up by the 2D tooltip camera - sounds weird to me.

NGUI 3 Support / Tooltip doesn't work with 3D UIs?
« on: September 03, 2015, 06:25:34 PM »

do Tooltips not work with 3D cameras?

The reason I ask is that I use UITooltip in a lot of places in my game and they work as intended - in a scene that only has 2D UIs.
I not added a tooltip in a scene with only a 3D UI and there the tooltip does show ... But at pos.z = -700, which is shortly before the 3D camera. If I could set the near clip plane to 0 it would maybe show up. But at 0.01 it doesn't.
As a result, I can see the tooltip in the Scene, but not in the Game preview.

Any thoughts? Thx


I am starting to use TNet in my project and now I naturally have a lot of questions.

1) I have a Raspberry Pi here running the TNServer.exe in Linux Mono. However, reading the docs, my understanding is that this machine could only host the Lobby, not a Game Server?

What I want is that a Client can connect to a Lobby and then start a dedicated server on a remote machine, connect to it and then other clients can join in.

Does TNet just not have this functionality?

2) I can compile some "Hello World" example .cs file using mcs on the Pi. I can not compile the ServerMain.cs. It compains that the TNet and related files/classes can not be found.

Do I have to re-arrange some folders so that the compiler finds the folders and files? Or do I have to go deeper (which propably is above my beginner level Linux skills)?

NGUI 3 Support / Re: Weird Application isPlaying error
« on: May 09, 2015, 11:17:20 AM »
No, you did :) It's in Assets/TNet/ -> TNetTest/ServerMain.cs

OK, stupid me. Sorry for that.

NGUI 3 Support / Weird Application isPlaying error
« on: May 08, 2015, 04:40:51 PM »
Uhm, I am getting a weird error when opening a project that contains NGUI. It's the SGSK/NGUI/TNet special edition package. Thing is, I never got this error. I am not getting it in other projects. Unity, TNet and NGUI are all up to date (5.0.1, 2.0.5 and 3.8.2).

  1. Assets/NGUI/Scripts/Interaction/UIButtonColor.cs(75,42): error CS0117: `Application' does not contain a definition for `isPlaying'
  2. Assets/NGUI/Scripts/Interaction/UIButtonColor.cs(83,42): error CS0117: `Application' does not contain a definition for `isPlaying'
  3. Assets/NGUI/Scripts/Interaction/UIButtonColor.cs(128,61): error CS0117: `Application' does not contain a definition for `isPlaying'
  4. Assets/NGUI/Scripts/Interaction/UIButtonColor.cs(159,34): error CS0117: `Application' does not contain a definition for `isPlaying'
  5. Assets/NGUI/Scripts/Interaction/UIButtonColor.cs(181,34): error CS0117: `Application' does not contain a definition for `isPlaying'

Again: I am not getting this in any other project with a similiar setup. I never got this in the same project before and I have not updated the project recently.

It does not go away when I restart Unity. The Inspector is unusable since the scripts are not being loaded ("fix compilation errors"). Can't hit Play either, obviously.

Other Packages / SGSK or StarlinkUI ready for Unity 5?
« on: April 23, 2015, 06:01:36 PM »

I purchased the SGSK + the Starlink UI package in the past (NGUI/TNet version). No I wonder: Is this thing compatible with Unity 5 or will Unity3D explode with error messages when I import this thing?

NGUI 3 Support / UI layer vs NGUI layer
« on: March 18, 2015, 02:05:27 PM »

for a side project I just created a new 2D GUI with NGUI 3.8.0 (Unity v5.0).

Now, I used the toolbar to create a new 2D GUI. It is automatically played on the "UI" layer. The drag&drop ready-made example Prefabs from the Wooden Atlas however are on the "NGUI" layer (layer 8).

Whenever I drop a premade Prefab into the scene, NGUI complains about the layer difference and puts them on the UI layer - as expected.

But ... Is this the desired behavior? Every time you use the prefabs you get a complaint?


Oh ... Some strange behavior (bugs?).

Can't locate FreeType64.dylib. FreeType.dylib is there, but it isn't accepted by the FontMaker.

Dragging the "Control - Simple Button" into the scene, creates a "NGUI Snapshot Point 36" empty GameObject under the label in the Hierarchy. What's that?

NGUI 3 Support / Re: Never use Instantiate(). Use NGUITools.AddChild.
« on: September 21, 2014, 03:27:41 PM »
Hm you probably overlooked the link, *here* is it again.

NGUI 3 Support / Re: Never use Instantiate(). Use NGUITools.AddChild.
« on: September 21, 2014, 08:39:04 AM »
Well, there are reasons why people use Instantiate() over AddChild().

Just like other NGUI users, I have a UIGrid that gets populated dynamically. In Editor mode, I simply don't know how many children the UIGrid will have. So, I need to populate the UIGrid via:

  1. foreach ( string shipName in tradedShips ) {
  3.         GameObject b = (GameObject)Instantiate ( buttonGenericGo,, Quaternion.identity );
  4.         b.transform.parent = transform;
  5.         b.transform.localScale =;
  6.         NGUITools.SetActive ( b, true );
  7.         }

and then call Reposition(). In earlier versions of NGUI that did not work. As a fix, I used a Scrollview-as-second-camera setup in the past. But then, a changing number of UIGrid children would leave the UIGrid or scrollable content in the wrong position. Somewhere in the 3.6.x range of upgrades you introduced fixes for that (wasn't it related to the Start function?). Right now I am using NGUI v3.6.9 and I am somewhat hesitant to upgrade, since now it works.

Here you have explicitely stated why AddChild can not be used in the case of UIGrid. Is the official policy changing?

NGUI 3 Support / Re: Yes, my widget is a child of the panel
« on: September 06, 2014, 06:15:47 PM »
Alright, got it. Basically I used SpringPanel.Begin to achieve a behavior that actually UICenterOnChild is for. It works now.

SpringPanel.Begin however did have the same effect, only that Unity throws an error. I used it like: SpringPanel.Begin ( "Sprite" ) - see the first post. "Sprite" is the holder GameObject of the content objects, with the UIDragScrollView on it.

NGUI 3 Support / Re: Yes, my widget is a child of the panel
« on: September 05, 2014, 11:40:35 AM »
I understand I should have been more clearer.

As described in my edit, SpringPanel.Begin() adds a UIPanel to the "Sprite" GameObject. At that moment, NGUI complains, since now a UIPanel and a UIWidget are on the same GO.

Should I introduce another layer of hierarchy? Am I totally off?

The hierarchy you wrote says nothing about widgets and panels being on the same gameobject.

NGUI 3 Support / Re: Yes, my widget is a child of the panel
« on: September 05, 2014, 08:51:10 AM »
Well, it has, no secret, see the Hierarchy in my first post.

I am using the UIWidget to give the scrolled content, which the elements are parented to, a certain size (1920x1440 in this case). Is there a different way to achieve this?

NGUI 3 Support / Yes, my widget is a child of the panel
« on: September 04, 2014, 04:52:13 PM »

my hierarchy is built like this:

"Panel" (UIPanel with clipping + UIScrollView)
+ "Sprite" (UIDragScollView + Box Collider + UIWidget)
++ "Stuff 1"
++ "Stuff 2"
++ ...

Thing is, NGUI complains with:

Widgets and panels should not be on the same object! Widget must be a child of the panel.
UnityEngine.Debug:LogError(Object, Object)
UIWidget:OnStart() (at Assets/NGUI/Scripts/Internal/UIWidget.cs:1042)
UIRect:Start() (at Assets/NGUI/Scripts/Internal/UIRect.cs:430)

But isn't it? Or does UIDragScrollView count as a Panel?!


Got it. I have it that when I click the "Stuff" buttons, I use a manual call to SpringPanel.Begin() to position the "Sprite". In that moment, a UIPanel gets added and NGUI complains.

When I use a manual  transform.position = newPos, there's no problem.

NGUI misbehavior or should I set my stuff up differently?


yeah, thread title says it all. I updated my project from 3.5.3 to 3.5.6 and now all NGUI elements are not drawn anymore (see screenshot). I have changed nothing else.

Checking things like camera draw masks or the material of the atlas (Unlit - Transparent Colored (AlphaClip)) shows nothing unusual.

Importing NGUI into an empty project and going through the example scenes, NGUI is drawn correctly as usual.

Any clue on what is going on here?

Unity 4.3.4f1. Mac OS X.9.1. CustoMac w/ GTX 650 Ti.

Nevermind. I tested the main menu scene and the GUI was there. Then going back to the main game scene the GUI was back there, too.

NGUI 3 Support / Re: Cant select fonts inside an Atlas
« on: March 16, 2014, 06:26:06 PM »

yeah, problem solved. I had to many UIPanels in my scene. Removed them all except the one on UIRoot, and the draw calls are not at 1.

I guess I misunderstood the "one UIPanel per window" paradigm.

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