Thanks for your help. I’m not sure how you can override quality settings for the draggable panel though- where would I check this?
I’m still unable to get this working. To reiterate, the behaviour I’m getting is that the draggable panel looks like it’s clipping when you let go of the scroll bar, but when you change the value of the scroll bar, the entire panel is displayed. Based on other posts on this forum, I’ve checked a number of things to try and fix this. Here’s a list of what I’ve checked:
- Made sure there is no panel in between the game object with the clipped view UIDraggablePanel and the control that is on the UIGrid. The only panel is on the game object with the clipped view UIDraggablePanel, and the number of widgets on the panel shows that it is rendering what’s on the UIGrid.
- The panel is set to clipping: Soft clip, and the draggable panel is set to soft clip.
- Made sure the transform scaling is uniform (i.e., the x, y and z localScale values are always the same).
- Made sure my quality settings are on ‘fantastic’. (i.e., it is highlighted in green )
- Made sure my shaders are in the ‘[NGUI Root]/Resources/Shaders’ folder.
- Made sure the shaders are not corrupted (in my case, I copied back the shaders from a previous version of my project where the UIDraggablePanel was working properly).
- Made sure the atlas for the controls on the UIGrid has a shader (Unlit/Transparent Colored). The Unlit/Transparent Colored and Unlit/Transparent Colored (SoftClip) shaders are both in the [NGUI Root]/Resources/Shaders directory.
I have a much earlier version of the project where the UIDraggablePanel works, and yet even when I copy in the shaders, atlases, and the draggable panel from the earlier project, they still don’t work in the new project…