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Messages - zipper

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1
NGUI 3 Documentation / Re: UILabel
« on: December 18, 2013, 12:53:20 AM »
It would be wonderful to distribute UILabel text along a 2d spline.

Maybe have a 2d spline component and attach the text to it, or the other way around.

2
NGUI 3 Documentation / Re: UISlider
« on: December 01, 2013, 03:30:44 AM »
What do you think about an isDragged property on the slider?

This is super useful for video players or other sliders that keep track of state -> you don't want to update the current thumb position when the movie is playing and the thumb is being dragged (scrubbed) for example.

Along the same lines, an UpdateDrag event would be perfect for video scrubbing. Usually you want to adjust the video playback while the thumb is being dragged, and not just at the end with the DragFinished event.

Best,
zipper

3
NGUI 3 Support / Re: Could I upgrade from 2.6.5 to 3.0.6?
« on: November 29, 2013, 10:01:01 PM »
Thanks!

4
NGUI 3 Support / Re: Could I upgrade from 2.6.5 to 3.0.6?
« on: November 29, 2013, 05:03:58 AM »
Where can one get 2.7.0 now?

I checked C:\Users\zipper\AppData\Roaming\Unity\Asset Store\Tasharen Entertainment but the only package available no longer has 2.7.0.

I need to update some older projects, and would like to make the process as painless as possible :)

Thanks!

5
NGUI 3 Documentation / Re: UISlider
« on: November 28, 2013, 11:56:05 PM »
It is sometimes useful to have threshold limits on the sliders.

I don't know if that adds too much clutter?

I was thinking:
Min Value
Max Value

under Value.

6
NGUI 3 Documentation / Re: Tweens
« on: November 28, 2013, 11:47:39 PM »
Many GUIs I create need something to trigger when the tween is finished moving forward, and a different set of things to trigger when the tween is finished in reverse.

Is this something that could be added? Or am I missing something obvious that is already in NGUI?

I was thinking of:
OnFinishedForward
OnFinishedReversed

7
NGUI 3 Documentation / Re: UISprite
« on: November 28, 2013, 11:39:40 PM »
It would be super nice to have a "use antialiasing" option for the fill.

8
NGUI 3 Support / UISprite.sprite
« on: November 15, 2013, 12:27:22 AM »
Hi,

Just wondering if the removal of UISprite.sprite was intentional. I didn't see anything about it in the docs.

I have some code that iterates through albums and

  1. Picture.sprite = Picture.atlas.spriteList[_index]; // -> used to work

just feels better than

  1. Picture.spriteName = Picture.atlas.spriteList[_index].name;

It's a minor quibble, but i think setting the sprite directly is useful.

9
TNet 3 Support / Re: Simple One Way Communication
« on: November 08, 2013, 05:19:45 AM »
One more question  ;D

How would i make this work if both applications are running on the same machine? From what i understand, i can't bind a udp port with one .exe and have another .exe listen to the same port on the same machine. Is this correct?

Sorry for the noobness :(

10
TNet 3 Support / Re: Simple One Way Communication
« on: November 07, 2013, 09:27:58 AM »
Super!

Thanks Aren for your quick response!

I really appreciate it! - You are a lifesaver :)

11
TNet 3 Support / Simple One Way Communication
« on: November 07, 2013, 01:22:16 AM »
Hi,

I have a project that is split between a UI application on a touch display (UI.exe), and a 3D content program on a huge wall display (3d.exe).

I just need to send one way commands from UI.exe to 3d.exe.

Since i love NGUI, i purchased Tnet to do it, but i am kinda stuck, and under a heavy deadline (work as usual...).

Would you be so kind as to give just a quick example of sending a simple color change command initiated by a mouse click from UI.exe that changes the color of anything in 3d.exe?

One example and i can get it from there.

Thanks so much,
zipper

12
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 22, 2013, 10:38:55 PM »
Hi ArenMook,
Happy NGUI user here :)

I have a Flash socket server (TCP) i need to connect to on a local network. I know this much about networking ><. Can i use your networking framework to talk to it? Basically, i just need to read and write strings to the host - port, non-blocking if possible.

Best,
zipper


13
NGUI 3 Support / Re: NGUI Atlas to 2d Planes with main camera
« on: September 04, 2012, 11:14:26 PM »
That's true, however, the sprites must be placed under a panel, and the whole thing can be accidentally re-scaled by selecting the automatic button on the panel. Also, it doesn't seem to work very well with depth of field, but that could just be me.

I guess i was hoping for something like a UITexture (UIAtlasTexture) that allows one to pick a texture from an atlas, and starting dimensions for the 2d sprite (so the resultant sprites would not have to be scaled to get different sizes).

I don't mind doing the work, if you could point me in the right direction. I would be happy to post it once finished, if others find it useful.

Best,
zipper


14
NGUI 3 Support / NGUI Atlas to 2d Planes with main camera
« on: September 02, 2012, 06:20:59 PM »
Hi,

First, thank you for one of the best Unity plugins!

I need to create a game with thousands of static 2d stylized trees, houses, animals, etc, which are positioned within a 3d landscape.

I can create atlases with NGUI, but how do i apply the sub-atlas images to regular planes in Unity which are rendered by the main camera?

I just want the 2d sprites rendered through the regular render pipeline, and sorted by regular z-depth.

Thank you for any help,
zipper

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