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Messages - Sahkan

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16
NGUI hasn't worked like that in many years now..

I see. What would you suggest to do when I want to make a card game like hearthstone that has 3d elements that overlap each other?
Also, I'v noticed the perspective view is not right duo to the scale of the UIRoot component.
Will I have to use an other camera for 3d perspective objects?

17
I know in older versions on NGUI I had the option to choose between UI and Position.
I'm using the 3.9.6c version right now.
Is there a way to set it now?

18
NGUI 3 Support / UIGrid + Pivot:Center + Smooth = Overlapping elements.
« on: December 22, 2015, 02:10:53 AM »
UIGrid with pivot set to center and smooth on ( adding the springposition component to the element ) causes the elements to overlap each other.

Doing the same with "Left" as pivot, the elements will align just fine.
I'm using NGUI 3.9.4



*Edit:
I'm also using the UIDragDropItem to drag and drop in and out of grids.

19
NGUI 3 Support / Re: Trying to mix Unity's new gui with NGUI.
« on: June 22, 2015, 04:51:49 AM »
Check your camera settings. If something disappears, it means your top-most camera has chosen to clear the color, erasing the result of the cameras drawn before it. If something becomes really small, then you need to check layers that each camera sees. Each camera should only see a specific layer. No two cameras should see the same layer.

Thanks for the fast respond, it turned out it was a camera size issue, I had to set the size of the other camera to 1 just like the NGUI's camera, And then just playing with the Y value did the trick. :)

20
NGUI 3 Support / Trying to mix Unity's new gui with NGUI.
« on: June 21, 2015, 12:32:33 PM »
I have a plugin that works on the new gui's canvas ( i can draw stuff on it in runtime ) and i want to place it in the middle of the screen in a certain panel.
At the moment, the new gui's canvas is below the NGUI's widgets, so they hide it, and i want it to be above them.
I'm trying to use the camera depth to move the new canvas forward ( to be above ngui's widgets ) and each time i do so, it just cause all the ngui's widgets to disappear ( or maybe become realllly small, because i see like a tiny box in the middle of the screen).
The new gui's canvas using it's own camera, and as far as i know it doesn't supposed to be a problem.
Is there a way to do it?

21
NGUI 3 Support / How can i prevent the extra IOS text area from showing ?
« on: February 23, 2015, 07:54:32 AM »
When i open a text area that can be used for more then one line ( pressing enter will go 1 line down) in ios, it will open an extra area with the buttons "done" and"cancel" under it.
And i want do to it in ngui for better looks, can it be done somehow ?

22
NGUI 3 Support / Re: How do i modify the dimensions of UIPopupList ?
« on: February 23, 2015, 04:56:58 AM »
Popup list item's width is the maximum of two values: the maximum length of the text within, and the widget that opened it. So in short, make sure your button has some kind of a widget on it (UIWidget, UISprite, etc), rather than being an empty game object with a collider -- and simply adjust its width.

KK, Thanks :)

23
NGUI 3 Support / How do i modify the dimensions of UIPopupList ?
« on: February 22, 2015, 03:52:32 AM »
I use a button to open the list, and the list come down to much to the right side ( where the button is ) and the width is too small.
How can i modify it's default value ?

24
For example, a place for a name that will show all the previews entered names and will add the current submitted name.
I was thinking about combining the UIInput and UIPopupList but it doesn't go so well...
Any idea ?

*Edit : Ok apparently i was working on the 3.5.3 version which didn't have the AddItem method in it's UIPopupList, so i updated and now it works all good :)

25
Thank you very much for the detailed answer !  :)

26
And does it even matters if there is only one sprite under that panel ?

The thing is, i have a system with a lot of sprites that tweens all over the screen, should i use a panel for each one ? or normal sprite is enough ?

27
NGUI 3 Support / Re: NGUI runs slower on IPad4 then on a simple PC.
« on: December 09, 2014, 08:27:11 AM »
iOS devices are stuck at 30FPS on normal behaviour.
Place this code on Start of the scene:
Application.targetFrameRate = 60;

This will unlock the framerate but remember that when there is drop in FPS, the user will notice it more. Moreover, setting FPS at 60 consume more battery.

Thanks, I will check it out.

28
NGUI 3 Support / NGUI runs slower on IPad4 then on a simple PC.
« on: December 09, 2014, 06:59:27 AM »
I've got 2 applications and one of them very small, each runs smooth on the pc ( on the editor too ). and when i make a build for the IPAD, it says 30fps  but you can see this is not smooth at all. now i know IPad4 is strong enough to run about 10-20 2DSprites moving around. so what is the problem ?

29
NGUI 3 Support / Re: How can i anchor a UIPanel ?
« on: November 23, 2014, 02:28:53 AM »
Yes but i can't anchor the panel to an other panel, if i do so, it won't move with it, it will just change it's rec and there for will move it's anchored children but won't move the anchor position like it would in a normal widget.

30
NGUI 3 Support / Re: How can i anchor a UIPanel ?
« on: November 20, 2014, 02:06:14 AM »
I was talking about the built in system.
I add a widget so i can use it's anchor.
But the anchor on the panel works differently.

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