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Messages - Ernest

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31
NGUI 3 Support / Re: UIDragObject problem: multi drag on the same object
« on: September 11, 2013, 02:55:46 AM »
UP

32
NGUI 3 Support / Re: UIDragObject problem: multi drag on the same object
« on: September 10, 2013, 03:48:31 AM »
Thanks for the support but, I tested with the new file; and i still get the same issue...

33
NGUI 3 Support / Re: UIDragObject problem: multi drag on the same object
« on: September 06, 2013, 11:59:57 AM »
Forget the edit, i retested with a coworker of mine in a new scene and just a gameObject with a UIDragObject on it and the bug still happens. So touch the object with two fingers and drag in two different directions, the sprite is duplicated and blink below both your fingers...

34
NGUI 3 Support / Re: UIDragObject problem: multi drag on the same object
« on: September 05, 2013, 07:38:15 AM »
Well, i'm sure i do everything right on that point (i thought about that in a first place)... First i done my own sprites pool (to handle multi-touch) for some specific behaviour, it stockes in a dictionary the gameobjects i'm dragging and i ensure that i can't have the same object in the dictionary twice; furthermore i set a flag in my OnPress event as you said, that allows to add a GO in the dictionary only when the flag is set to false... How can it get wrong!

EDIT: i tested with a simple scene and a drag object already setted on a gameobject, and indeed it works... But i don't get it, how can the target be setted twice anyway?!
   

35
NGUI 3 Support / Re: UIDragObject problem: multi drag on the same object
« on: September 05, 2013, 05:04:20 AM »
UP (please)  :)

36
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!

37
In UpdateTexture(), do
  1. newTexture = true;
  2. tex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
  3.  
instead of update the texture. This is a hack, but it works...

38
NGUI 3 Support / Re: Multiple Fonts 1 Atlas - Texture2D error
« on: July 31, 2013, 03:12:26 AM »
Thanks  :) I still get the error and it happen indeed everytime... For now the only solution i found is to recreate a new texture everytime you want to build (or rebuild) your atlas (tex = new Texture2D(1, 1, TextureFormat.ARGB32, false)). But I lose in performance!

39
NGUI 3 Support / Atlas - Texture2D error
« on: July 30, 2013, 04:03:59 AM »
I still get this problem... By debugging, it's due to the AssetDatabase.ImportAsset() in MakeTextureReadable(), it reset the "tex" field in the sprite list to null (don't ask me why)! I would be glad if anyone could help me on that =)

40
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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