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Messages - Zyxil

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31
NGUI 3 Support / Re: Perspective Camera and UIDraggablePanel goofiness
« on: September 17, 2012, 09:06:30 PM »
I duplicated the fantasy atlas asset items and made sure the new items referenced each other correctly.  I then assigned the duplicated assets to the UIPanel (Clipped View) and about half of the elements of the items in the grid (got tired of the clicky clicky).  And it still evidenced the same behavior--even though this is a different atlas.

I also assigned several different shaders to the duplicated material, to no effect.

Is it just a bad idea to use a scrolling panel in a 3d UI?  I would like to use it because it adds to the organic sense of motion and flow that the game elements use, but not if it's not supported or so far outside of the design constraints of NGUI that it would be too much hassle to implement and maintain.

32
NGUI 3 Support / Perspective Camera and UIDraggablePanel goofiness
« on: September 16, 2012, 08:47:30 PM »
I'm using NGUI in perspective mode and have modeled my scrolling panels off of Example 7 - Scroll View (Panel).

When working this way, the draggable panel will not appear properly so you have to "float" it many units in front of the window panel (more than the described -.1f or -1f that makes sense).  What happens is the draggable panel, when it's moving, will think it's behind the window when you are near the beginning or end of the scrolling extent.  Once movement stops the panel will pop to the desired front of the window.

This is a drawing problem. The actual positions of the items do not change.

You can reproduce this easily:

1. Open the Example 7 - Scroll View (Panel)
2. Change the Camera to perspective mode
3. Change the Window Root transform Z value to 600
4. Note that the UIPanel (Clipped View) will not be visible.  You will need to move the clipped view Z to about -7.8 for it to appear in edit mode.
5. Hit Play and use mouse wheel to scroll.  The panel will blink out while moving and appear again when movement stops.

If you pull the panel forward to about -100, you will be able to see that the window is in front of the panel while moving.  You will also see that when you are in the middle of your panel, the effect is lessened (the panel stays visible or less sensitive to movement).  When the scroll position is close to either end, the effect is much greater.

Any idea what's going on here?

33
NGUI 3 Support / Re: UIInput: Colored Caret
« on: September 04, 2012, 03:27:38 PM »
Hm, that makes sense about the color.  I can use one of the "disallowed" characters to make a caret.  That should work.

How about blinking the caret?

The challenge is to make the caret stand out from the rest of the input text.  Nothing does that better than blink text...  ;)

34
NGUI 3 Support / Re: UITable: Cell Pivot
« on: September 04, 2012, 03:24:13 PM »
In a row with widgets of varying size, the smaller widgets will be vertically centered within their cell.  As well, in a column with widgets of varying widths the smaller widgets will be centered horizontally.

I'd like a CellPivot property that takes the Pivot options to control the placement of the widget within the cell. 

I can post a screenshot later when I'm at home.

35
NGUI 3 Support / UITable: Cell Pivot
« on: September 03, 2012, 09:14:07 PM »
How about a Cell Pivot property on UITable that would position the widgets within each table cell?

36
NGUI 3 Support / UIInput: Colored Caret
« on: September 03, 2012, 08:57:30 PM »
I'd love to make my caret "[ff0000]|[-]".  Setting this now just adds the text to the label.  How about blinking, too?

And what's the status on "input within a string"?  I've seen it mentioned as "in progress" elsewhere on the board.

Thanks!!  Great work as always!
-John

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