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Messages - Rafe

Pages: [1] 2 3 ... 6
1
NGUI 3 Support / Re: Upgrading to 3x....Did I miss the first step?
« on: November 12, 2013, 04:06:40 PM »
OK. Thanks for the reply. If nothing moved than I can always install to a clean project and do a directory diff.

2
NGUI 3 Support / Re: Upgrading to 3x....Did I miss the first step?
« on: November 11, 2013, 07:02:21 PM »
Hmm, this is a fairly recent project and I don't recall relocating any files. I know I had updated nGUI in the past without an issue.

I'm curious... why do I need to delete these files? Did things move or did files just get deprecated? Can I upgrade to 3x and then manually remove some leftovers or something?

3
NGUI 3 Support / Re: Upgrading to 3x....Did I miss the first step?
« on: November 11, 2013, 02:03:36 PM »
Like I said. I followed the first two steps.

My experience has been deleting anything from the project while unity is open destroys references to the deleted stuff. I was hoping the idea of using a new scene would get around this but no luck.

Maybe I'll try loading the package to a new project and doing the update command-line (outside Unity)?

4
NGUI 3 Support / Upgrading to 3x....Did I miss the first step?
« on: November 11, 2013, 12:03:00 AM »
Hi,

In the directions it says:
Quote
First of all, before importing either of the packages, always follow the first
two steps of the upgrade process:

1. Start a new scene.
2. Delete the Examples, Resources, and Scripts folders within the NGUI folder.

As soon as I delete the old folders all components get disconnected. For example, UIRoot is not longer found.

The steps I took:
1) Did the two steps above
2) Imported the 3.0.4 and the Upgrade Tools
3) Fixed a couple of minor errors (quite early in our project).
4) Opened my main menu scene.

...all components are "missing" and running upgrade tools updates 0 items.

Any idea what I am doing wrong? As soon as I read the instructions I expected this outcome, but in the video everything was still working at the start so I gave it a shot.

Cheers,

5
I woke up this morning with the answer (very strange feeling)... I had removed the maincamera. Adding it back in fixed the issue.

It would be great to add a warning for this since it is obscure & works fine in the Editor (assuming someone else can reproduce and confirm).


6
Hi,

We are experiencing something similar. Only on iOS so far, not in the editor.

I am in Unity 4.1.0f4. I am fairly up-to-date on nGUI but am updating to v2.3.3h now.

When our main menu loads, the screen is empty. Then the title labels and buttons fly in from off-camera (title scale + position, buttons position only). When I don't use the Tweens, it works fine. When I do use the Tweens, the whole screen flickers. Even if I hit the play button through the flickering, the next level loads and the flickering continues. If the player dies chooses to quit to the main menu, everything starts looking right again.

I have the scene stripped down to just the UI root, panel, camera and a single button. I even tried a "loader" scene (built as the entry point and just has a little script to load the main title menu). We tried both LoadLevel and LoadLevelAsync with the same result. We are using NGui's LoadLevelOnClick component for the buttons (uses async I believe?)

My theory is it has something to do with geometry generation of camera, or large geo. I'm not sure. Even if the elements load on screen, and I use a co-routine to a wait a second and then activate the Tweens, it flickers once they activate.

Any idea what else I can try to debug this?

Cheers,

7
NGUI 3 Support / Re: UIImageButton Disabled Sprite Image?
« on: March 07, 2013, 01:11:31 AM »
Hopefully I copy-&-pasted the types correctly when I renamed these files....


8
NGUI 3 Support / Re: UIImageButton Disabled Sprite Image?
« on: February 27, 2013, 05:00:32 PM »
Hi,

I do have it working. I'll dig it up and post it in the next day or two

9
NGUI 3 Support / Re: UIImageButton Disabled Sprite Image?
« on: October 04, 2012, 09:56:55 AM »
I'll have to update and see how it goes.

10
NGUI 3 Support / Re: Feature Suggestions
« on: September 21, 2012, 11:28:30 AM »
+10 Ryan's suggestions

It would also be amazing if the Grid has some of the List<> interface so it was ordered and had "Add", "Remove" and "Insert". This combined with scroll-to-item (by index?) would make my life so much easier!! A new component: "GridList"?

11
NGUI 3 Support / Display stuck after update
« on: September 16, 2012, 01:42:07 PM »
i,

I just updated to v2.1.6 via the Asset Store. Before the update, when I hit play on a level, a menu scrolls offscreen and the level begins. After the update, the menu seems to be stuck on screen (render, not transforms). The GameObjects seem to still move offscreen and deactivate, but the menu is still visually stuck on-screen. Does that make sense?

Any idea what is going on?


[EDIT:] I just had to restart Unity and all works again....strange.

12
NGUI 3 Support / Re: Disable Collider on Clipped DraggablePanel items
« on: September 08, 2012, 03:12:12 PM »
The bounds don't change as I drag the panel.

I can see gizmos being dropped, so I know you have some code that figures out when things are outside the clipping range. I'm going to hard-code a couple numbers for now. Please share some code when you get a chance.

13
NGUI 3 Support / Re: NGUI Vs New Unity GUI
« on: September 08, 2012, 02:49:58 PM »
I doubt it will be sprite-based anyway. For a lot of games, having no distinction between 3D behaviors and a 2D GUI layer is a big advantage.

14
NGUI 3 Support / Re: Disable Collider on Clipped DraggablePanel items
« on: September 08, 2012, 02:48:39 PM »
Nevermind I did it using inheritance to extend SpringPanel. This works fine (SI is just our project's initials):

  1. [AddComponentMenu("NGUI/Internal/Spring Panel (SI)")]
  2. public class SIUISpringPanel : SpringPanel
  3. {
  4.     public delegate void OnSettledDelegate();
  5.     public static OnSettledDelegate OnSettledDelegates;
  6.  
  7.     private void Awake()
  8.     {
  9.         // Force clear delegates in case of level change
  10.         SIUISpringPanel.OnSettledDelegates = null;
  11.     }
  12.  
  13.     private void OnDisable()
  14.     {
  15.         SIUISpringPanel.OnSettledDelegates();
  16.     }
  17. }

15
NGUI 3 Support / Re: Disable Collider on Clipped DraggablePanel items
« on: September 08, 2012, 02:23:33 PM »
NGUIMath.CalculateRelativeWidgetBounds(panelTransform, widgetTransform) tells you the bounds of the widget (you can also specify a game object, and all the widgets underneath it will be summed up). Knowing this, it's a simple matter of checking against panel's clipRange. UIPanel does this for ConstrainTargetToBounds, for example.

I need a little more information. I'm using a SpringPanel (standard right?) and I need to do this test after the spring panel is done moving. Is there an event I am missing to do this?

I can make a custom version of SpringPanel with OnSettled delegate, but this seems like such a common behavior that I wanted to post this question before I hack the plugin. E.g.:

  1.         if (mThreshold >= (target - mTrans.localPosition).magnitude)
  2.         {
  3.             enabled = false;
  4.             SpringPanel.OnSettled()
  5.         }
  6.  


Cheers,


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