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NGUI 3 Support / Re: UIPopupList value always null
« Last post by arkon3 on January 28, 2023, 12:39:32 AM »
Hi, I'm currently stuck one this too. I have a uipopuplist but want to know the current selection, but as the popup hasn't been changed how do I get the initial value selected? No change event has occurred yet.
Dev Blog / Re: Nov 23, 2017 -- Integrating TNet with Steam Networking
« Last post by jingato on March 20, 2021, 11:22:56 PM »
Hey Aren, I am looking to use TNet in my next project, which will be in VR and on the oculus Quest 2. Oculus provides a some platform features such as rooms, matchmaking, and p2p connection. I'm wondering if this same interface would be easy to use to run all the data through the oculus protocol? If so, do you know how that would be implemented best? I am going through your Steam example and there a few things I don't quite understand. The Oculus API uses a standard connection / disconnection so it's a bit different than the steam implementation, though I think the data still all goes through a single common function (not entirely sure yet). It also seems like your class that implements the Connection interface represents a connection to a specific user, yet it seems like you assign it to a single static instance, so I am unsure exactly what it is supposed to represent. Is the userId of that supposed to be the local user or the user you are connecting to for example.

Also, does this interface also allow you  to route UDP calls or only TCP?

Here's the page to the Oculus p2p. If you could just let me know if this is doable with your system that would be great. If you could help me understand how it all works and how this would be implemented with the Connection interface, that would be even more amazing.

NGUI 3 Support / Re: Animating sprite fill and color does not work
« Last post by skatola on December 18, 2019, 12:47:34 AM »
hello, i'm facing the same problem and i tried this script but mWidget.fillAmount is not defined anymore, what i have to use to replace it?
NGUI 3 Support / Re: UIButton not work in Display 2
« Last post by doodaddy on October 22, 2019, 11:14:51 AM »
Only the atlas should use truecolor. Background doesn't have to (which is another reason I suggest moving it out of your atlas).

If the background isn't truecolor, though, wouldn't it get fuzzy?  it's still part of the UI.  Won't iOS use PVRTC and make it look crappy?

NGUI 3 Support / Re: 2D UI Zooming on click
« Last post by greigy on March 22, 2019, 05:26:17 PM »
Hi, I am encountering a similar bug, although I cannot use the demo scenes.

What was the name of the script to edit so that I can use nGUI again?
TNet 3 Support / Re: Latest Version: 3.3.0 (June 28, 2018)
« Last post by ArenMook on March 14, 2019, 01:56:53 PM »
- NEW: Added Steamworks Networking integration as a stand-alone ZIP.
- NEW: Added #define DEBUG_THREAD_TIMING option to WorkerThread for when you want extra detailed info on what's taking so long in your worker threads.
- FIX: Fixed some issues with object export.
- FIX: Eliminated obsolete warnings.
- ALT: TNObject script no longer checks to see if it's the only one in the hierarchy in order to boost performance. This means it's now possible to nest TNObjects. Doing so is still not recommended, so use at your own risk.

- NEW: Updated the chat example to be able to get/set channel data in addition to server data.
- NEW: Added a TNUpdater.onQuit delegate.
- NEW: Made TNUpdater thread-safe, making it possible to add delegates to it from worker threads.
- NEW: Added TNet.List.RemoveRange to match the generic List.
- FIX: Made some older functions obsolete for clarity.
- FIX: Prototype change for a potential issue related to leaving channels and transferring objects.
- FIX: Fixes for game object serialization in Unity 2017 & 2018.
- FIX: Made TNet.List's Remove operation significantly faster.
NGUI 3 Support / Re: Text Area with WYSIWYG features
« Last post by JSwigart on March 06, 2019, 03:23:44 PM »
Is this still the case in the latest NGUI? We too would like to have an in-game WYSIWYG text area
Cool. Thanks.
NGUI 3 Support / Re: Latest Version: 3.12.1 (June 28, 2018)
« Last post by ArenMook on December 13, 2018, 11:52:00 AM »
- NEW: As the name suggests, support for Unity 2018.3 and its new prefab workflow. Still supports previous versions, including Unity 5.6.
- NEW: NGUI's atlases and fonts are now saved as ScriptableObjects instead of prefabs. To upgrade, select any old prefab-based atlas or font, and the Upgrade button will show up. BACK UP FIRST just in case! After the new asset gets created, the old atlas or font will be changed to Reference type, pointing to it. You can use the new asset directly, of course -- and if you are Unity savvy enough, you can swap their GUIDs from the meta files, effectively removing the need for the reference asset altogether.
- NEW: Added a new widget type: Sprite Collection. It can be used to efficiently add thousands of sprites without the overhead of creating game objects. This is meant to be used from code by programmers, but can speed up the creation and modification of sprites by several orders of magnitude. In Sightseer it allowed the world map creation to go from 3348 ms down to 22 ms, for example.
- NEW: Added UITweener.Finish() to immediately finish the tween, skipping to the end.
- FIX: Some fixes for key binding text form serialization.
Other Packages / Re: Tasharen Fog of War
« Last post by castor76 on December 02, 2018, 11:15:03 PM »
Would love to try this, but it is deprecated. Is there any way I can grab it/ buy it?
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