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Topics - Ernest

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1
NGUI 3 Support / Toggled Objects
« on: October 15, 2014, 05:17:38 AM »
Hi,
simple, I have several Toggle (set as radio) with an associated UIToggledObject and the same GameObject in their Activate list. I want the toggle with the startingState checked to activate the related gameObjects, but it does not (they should be desactivated by the other toggle). On the other hand, there is no problem when i activate the toggle by clicking on it!
Is there a way to achieve this?
Ty

2
NGUI 3 Support / Localization on UISprites: snap them...
« on: May 25, 2014, 05:11:22 AM »
Hi,

i don't want my localized sprites to be rescaled, but the MakePixelPerfect() function in UILocalize seems to do that (line 50).
How to manage that?! (aside comment the line?)

Ty.

3
NGUI 3 Support / Every single UISprite is shifted?...
« on: April 23, 2014, 06:54:55 AM »
Hi,
i just noticed something really weird, all my UISprite are shifted relatively to their frame (which able to resize them). Most of the time, the sprite is displayed 1 pixel higher and 1 pixel more on the left...
The problem is probably in the drawingDimension getter in the UISprite class.
Thanks for your help :)

4
NGUI 3 Support / Proper way to reposition UITable (dynamically generated)
« on: January 28, 2014, 05:32:50 AM »
Hey,
I know this is a current topic, coming back regularly on this forum, but i did not find a satisfying answer!
What is the best way to re-populate a table? (a friends list for example)
I mean, should i:
- Clear the table (delete the children), add the new ones, reposition the table
- Desactivate the children, add the new ones, reposition the table, delete the desactivated ones
- Add the new ones desactivated, switch the state of the old and new ones, reposition the table
- Move the table in a hidden layer, and do as in the first dash
And should i call reposition after each element added or after all of them have been added to the table?
I have plenty of tricks, but none of them works as expected... Most of the time, the children are not displayed correctly (space before/between children due to an old children location (Hide Inactive is on); children centered on top of each other due to the table state (false, if in a disabled tab for example)).
In brief, i would like to know the correct workflow to handle the common cases of table repopulation.
Thanks :)

PS: i don't want the user to see the repopulation process (at most a little blink). But i can add a spinner.

5
Hi Aren,

I notice a weird behaviour when you have table inside a scrollview (vertical for me) inside a gameObject with a tweenScale script attached to it (for a pop-up process for example).
When this pop-up appear (scale 0 -> 1), if your mouse is hover one of the table's items, they shake (long duration) or they appear much bigger than they should until you click on one of them (short duration).
I think this is very easy to reproduce :)

I hope you can fix it!

6
NGUI 3 Support / Tab system using toggle problem
« on: December 16, 2013, 04:17:05 AM »
Hi, i'm using the uiToggle and uiToggledObjects components to create a tab system (like specified in the new documentation), and i'm having a little problem when i launch the game: i can see the content in all the panels. I set the "Starting state" to true in my first tab and i set his associated panel in the Activate list in uiToggledObjects (and the other panels and the desactivate list). The problem does not occure anymore when i click on another tab and i come back to the first one.
Thanks for your support!

7
NGUI 3 Support / UIDragObject problem: multi drag on the same object
« on: September 04, 2013, 07:34:46 AM »
Hi,

I got a weird issue when i'm dragging the same object with 2 fingers (android tablet), it splits in two objects on the screen... (it display below the moving finger). Actually, I notice that the UIDragObject.target (so the transform of the object i wanna drag) is constantly swapped between my 2 fingers! (his value changes) So I don't really know how the target it set in NGUI (read the code don't help), but i guess a raycast is done for each finger on the press event, and how both collide with the object, the target is related to both the fingers...

Please help me on that!

8
NGUI 3 Support / OnDrop condition
« on: July 22, 2013, 03:04:13 AM »
Hi,

my onDrop event always fail, so I wondered, does the (two) elements have to be in the same panel to make the event works?

Thanks!

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