Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sonicviz

Pages: 1 2 [3] 4
31
NGUI 3 Support / Re: NGUI Pickers - WebPlayer
« on: July 03, 2013, 07:56:32 PM »
Hi sonicviz,

Thanks for the feedback.

I have to figure out a way to deal with the scroll wheel - fire UICenterOnChild.Recenter at the right moment.

About fast scroll arrows : what behaviour exactly are you thinking of? Hold to scroll fast, or click to forward n elements?
NGUI already has good scroll bar support, maybe on desktop that would be more appropriate than pickers...

Cheers,

Gregzo

Hold to scroll might work.


32
NGUI 3 Support / Re: NGUI Pickers - WebPlayer
« on: July 03, 2013, 05:27:47 AM »
Looking good.

Some feedback:
Middle mouse button would be useful to scroll vertical pickers, as it's a default behavior most users are familiar with and will possibly find frustrating if not there.
For horizontal pickers maybe add fast scroll arrows to the sides?

Of course these suggestions are  for desktop/mouse use, on a touch device swipe works fine for both as is.

33
Other Packages / Re: UI Starter Kit: Starlink (NGUI + TNet)
« on: June 29, 2013, 07:24:56 PM »
Yes, I've been playing with the other irregular designs as well. This test was more about exploring the standard feel, as well as the gradient semi 3D look.
Just the standard NGUI atlases don't include any of the base files so it's difficult to see the process to modify them for a new atlas.

Thanks for the process outline.

For doing the irregular designs are you using the pen tool to draw them out, then pretty much a variant of the above process?

ty!

34
Other Packages / Re: UI Starter Kit: Starlink (NGUI + TNet)
« on: June 29, 2013, 07:12:05 AM »
HI,
Nice work, I picked it up and I'm playing with it now.
Especially like the TNet integration example.

At the moment however I have my head deep in UI visual design.

While I have certain visual skills (photo/video etc) one of my weaknesses, like a lot of programmer centric people I suspect, is UI design skills.
I've trawled the sites like http://graphicriver.net/collections/2642138-kn-bz-ui-kit looking for complete UI kits (as well as Asset Store kits), and I'm talking to some artists, but still not quite finding what I need.

I like the clean design of the starlink kit and I've been playing around with some new controls to see if I can use them for a current project.
ex:

Unfortunately it's missing a few essential GUI controls (drop down etc). I'm thinking of making them to fill the gap.
While the photoshop files are included it would be great if you could write up a quick guide as to HOW you created the controls for starlink, as there needs to be consistency to some degree for new controls to fit. Or can you point to a guide you used to create them? for ex, the main button seems to be a thin pixel square with a gradient applied, offset with a black background which ends up as a slight shadow effect?

ty!

35
NGUI 3 Support / Re: Pickers - anyone interested?
« on: June 27, 2013, 01:55:05 AM »
Bump! Anything happening with this?

36
NGUI 3 Support / Re: Atlas Switching script
« on: May 02, 2013, 09:31:01 PM »
I'm only interested in it for mobiles.

I'm even more confused now. What is the evidence for it being guesswork, or conversely accurate?
Why is it in the API if it's BS?

[though I guess Aren should be pretty definitive source as he is working with Unity on the Gui!]

Not trying to cause controversy here, just wanting to get a complete accurate picture of what works and what doesn't.

37
NGUI 3 Support / Re: Atlas Switching script
« on: May 02, 2013, 03:59:33 AM »
ah, ty. That settles that then!

38
NGui one can be also used as a general event messenger system afaik, but I have not used it so can't really say the pros/cons.
I used the C# Messenger on a previous project, so just continued with it on current one as I was used to it.
I remember looking at the NGui one but decided to stick with messenger, I think it may have been a little more flexible for my needs at the time.

You should probably analyze them both yourself to get a better understanding of the basic messaging approach and see which one fits best.
You would need to do this for whichever one you choose anyway, and doing the extra comparison should be easy once you have the concepts down.

39
NGUI 3 Support / Re: Atlas Switching script
« on: May 01, 2013, 11:11:51 PM »
Hi,
I'm still grappling with this problem, even after looking at this and Asset Store solutions.

Essentially there are two issues, positioning - which anchoring takes care of, and scaling - which seems can be handled a couple of different ways.

Shouldn't the scaling threshold switching be triggered by http://docs.unity3d.com/Documentation/ScriptReference/Screen-dpi.html and not screen resolutions per se?


40
You can use http://wiki.unity3d.com/index.php/Advanced_CSharp_Messenger (which is what I do)
NGui also has an inbuilt messaging system.

There's also http://forum.unity3d.com/threads/127918-NData-MVVM-framework-for-NGUI if you want to implement an MVVM approach, which you can combine with Messaging above.

41
I found I could tweak the UI for smartphone by manipulating the size for fixedsizedonmobile

42
ah, didn't think of that approach! ty, will try.

EDIT: How will this work with new version 2.6 though?

ie: - FIX: UISlider will now use the sprite size rather than collider size to determine the touch effect area.

If sprite size is smaller than collider, will sprite override collider detection?

43
I have an iPad/Desktop app based around 1024x 768 rez which I want to deploy to smartphone.

It is set up correctly to use anchors for the GUI elements so works fine on iPad versions (deployed at iPad 2 rez, not retina atlas switching) and on desktop looks fine when different resolutions selected.

When I deploy to my Galaxy S3 (currently using FixedSize or FixedSizeOnMobiles) everything is correctly positioned, but some UI elements (buttons, popup lists) are now too small for fingers and I need to resize them for the smaller screen due to better UX.

I'd rather do this programmatically rather than manually hack them for android and iOS versions.

Are there any guides or examples for this use case?

ty!

44
NGUI 3 Support / Re: Scale of 0 is invalid
« on: April 15, 2013, 10:08:17 PM »
Yes, I upgraded to latest version and this started popping up all over the place. Very annoying, though I fixed it now.

45
NGUI 3 Support / Re: Request : UIPanel Transitions Framework?
« on: April 12, 2013, 10:42:12 PM »
I wrote my own window transition logic for Starlink.

UIWindow.Show(UIPanel panel) <-- fades out the currently shown panel, and fades in the new one.
UIWindow.GoBack() <-- fades out the currently shown panel, and fades in the previous one.
UIWindow.Close() <-- fades out the currently shown panel and clears all history.

This class handles nested panels properly.

I then have one other script, called UIWindowButton that I slap on buttons to make them show/hide windows as needed. This script has a public property specifying the action (show, hide, close), and the target (defaults to parent panel if none specified).

If it's something that interests people, I can probably just add it to NGUI's core.

Yes, please!

Pages: 1 2 [3] 4