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Messages - Haim

Pages: 1 [2]
16
NGUI 3 Support / Re: NguiTools.Setactive work on editor but not on device.
« on: November 12, 2013, 03:40:40 PM »
"I know 4.5 works fine..." yahhh...just keep laughing to your self...  8) 8) 8)

any way, i will see what i will get from the device log but if i'm not getting any editor error not sure what can i do...

17
NGUI 3 Support / NguiTools.Setactive work on editor but not on device.
« on: November 12, 2013, 03:22:18 PM »
Hello,

i'm creating a pause menu which suppose to appear  when i press the pause button and disappear when i press again.
for this i'm getting the widget container that hold my pause items and set it active\not active with:
  1. NGUITools.SetActive (MenuGui,showgui);
(when MenuGui hold the widget and showgui hold the bool state)

as the title said, it works fine in the editor but not on my android device.
any idea why?
any other way to achieve this?
and, if we are here, any known issues with Unity 4.3 that i need to be aware of?

thanks,

Haim.

18
NGUI 3 Support / Re: error when update to version 3.0.3
« on: October 29, 2013, 04:47:43 AM »
now is the time to tell that in my day job i'm a network administrator at HP.
and we, the network administrators, think we are the mighty knows  all.
we never read the readme.txt...   8)

19
NGUI 3 Support / Re: error when update to version 3.0.3
« on: October 28, 2013, 04:55:21 PM »
yap... got it now... for a reason i thought that press "update" in the asset store will do the job...

by the way, why the package name still say: 3.0.2 ?

20
NGUI 3 Support / Re: error when update to version 3.0.3
« on: October 27, 2013, 03:36:30 PM »
i didn't use it in my code. the error comes from one of NGUI scripts.
again, it seems it was a left over from upgrade... but i'm not sure.


21
NGUI 3 Support / Re: error when update to version 3.0.3
« on: October 26, 2013, 01:10:33 PM »
it seems that the cause for this is old scripts that left after the upgrade so i tried to delete NGUI and reinstall and it seems to be fixed.
problem is that the plugin EnergyBAR doesn't compatible with 3.0.3 so i ended up with rollback to 3.0.2.

looking forward to solution from EnergyBar developer about this, but think 3.0.3 also need some fixes...


22
NGUI 3 Support / Re: Is NGUI screwing up Unity's Editor GUI? (It's not)
« on: October 26, 2013, 11:10:08 AM »
i have this too from time to time. i just play and stop the scene again and every thing back to normal.

23
NGUI 3 Support / error when update to version 3.0.3
« on: October 26, 2013, 10:11:11 AM »
Hi,

i update NGUI to the latest version via the asset store.
the package inside still say it 3.0.2 but the read me said 3.0.3 so i thought it a mistake....
any way, i installed the pacjage and now i have an error:

  1. Assets/NGUI/Scripts/Interaction/UIInputValidator.cs(31,49): error CS1061: Type `UIInput' does not contain a definition for `validator' and no extension method `validator' of type `UIInput' could be found (are you missing a using directive or an assembly reference?)
  2.  

what should i do to fix this? (beside rollback to 3.0.2...)

thanks.

24
NGUI 3 Support / Re: UIToggle... how to use?
« on: October 14, 2013, 06:49:53 AM »
this is what i have done in first place but for some reason it seems that every time i change selection both method run.
never mind... it works now.

i just learned from other post that you develop uGUI. hope you doing good job like you doing on NGUI... :)

thanks for you help.

25
NGUI 3 Support / Re: UIToggle... how to use?
« on: October 13, 2013, 02:15:49 PM »
well, i got it... i hope:

  1. public void CheckSelectedOptions ()
  2.         {
  3.                 if(UIToggle.current.name=="ThePhantom" && UIToggle.current.value ){
  4.                         gamestate.Instance.setPlaneType ("Phantom");
  5.                         Debug.Log (UIToggle.current.name);
  6.                         }
  7.                        
  8.                         if(UIToggle.current.name=="TheSpider"  && UIToggle.current.value){
  9.                         gamestate.Instance.setPlaneType ("Spider");
  10.                         Debug.Log (UIToggle.current.name);
  11.            
  12.                         }
  13.            
  14.         }

drag the object with the script to "on value change" -> "notify" and selected the method.
i hope i'm doing it right... any way it's works like that.

i had to dig youtube for your video "NGUI 3 tutorial", in minute 29 you describe something like this...
it wasn't too hard once i got it and i believe you could explain this in a second.




 


26
NGUI 3 Support / Re: UIToggle... how to use?
« on: October 13, 2013, 10:22:55 AM »
can you point me to some code sample? or something?
the samples that come with NGUI (full version... yes,i paid for it) doesn't show how to use it with code.
and the class reference on the web doesn't show code samples as well.

this might be obvious for experienced programmer but not for me...

thanks.

27
NGUI 3 Support / Re: UIToggle... how to use?
« on: October 13, 2013, 10:10:39 AM »
hmmm.... yes, right... this should return if one of the option is selected... as far as i understand.
but how do i know which option?
say i have 5 options? how do i know which one is selected?
what if i have multiple groups of radio buttons? how do i access to each group?




28
NGUI 3 Support / Re: UIToggle... how to use?
« on: October 13, 2013, 07:19:32 AM »
as a temporary fix i added a button message script on each option but i'm sure there is a smarter way to do that.
so if any one can help, please do so...

thanks!

29
NGUI 3 Support / UIToggle... how to use?
« on: October 12, 2013, 12:50:48 PM »
Hi,

i'm kind of new to NGUI, i want to create menu with radio selection and i found out that i need to use UItoggle for this.
so i managed to create the menu structure but i don't know how to read the values of it.
means, i don't know how to check which option i selected...

can anyone help with sample code?

thanks!

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