Author Topic: Using z mixing Sprite and UITexture, PC and Android make different result  (Read 4392 times)

zhenghongzhi

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 4
    • View Profile
Hi,
  I'm new to NGUI, and I have no idea with this problem.
  It works all well on PC. When I deploy my project on Android device, the items which z is not 0 is very strange.
  See the attaches below.
  On Android device, the sprite with z 0.1 will cover other sprites and UITextures.
  Can anybody help me fix this problem? Thank you!
  (The first image is PC, and the second is Android)
« Last Edit: May 11, 2013, 08:19:41 AM by zhenghongzhi »

windsky527

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 2
  • Posts: 11
    • View Profile
I have the same problem,it look well on the Unity Editor ,but when I publish it on PC or android , some widgets are not show!

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
0.1 in't much. You need to use whole numbers -- 1 for example. Make sure the Zs actually differ. When you make pixel perfect something with Z of 0.1 it will be rounded to 0, which results in unpredictable results that vary from platform to platform.

zhenghongzhi

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 4
    • View Profile
I changed sprites' depth from 0.1-1 to 1-10, but It still didn't work. :(

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Switch the panel debugging mode to Geometry, select the widget, and see what else is being drawn in that draw call. I advise also changing the scene view camera to 3D at this time so you can see it from the side.