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Messages - danilofaria

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1
NGUI 3 Support / Re: How to stop event from propagating?
« on: April 26, 2016, 10:51:04 PM »
It works! Thanks!

2
NGUI 3 Support / Re: How to stop event from propagating?
« on: April 25, 2016, 06:49:01 PM »
I added the OnPress (bool isPressed) method to my game object script but nothing happens. It doesn't get triggered.
What other steps do I need to take?

3
NGUI 3 Support / How to stop event from propagating?
« on: April 24, 2016, 12:50:36 PM »
I've been having a problem with NGUI.

If I touch a button in the UI and there is some game object right underneath it, then it also receives the event (more specifically OnMouseDown in my case).

This looks really bad and I don't want the objects to receive this event if the UI has received the even first.

What can I do about this?

Thanks!
Danilo

4
NGUI 3 Support / Re: Question about multiple tweens
« on: March 19, 2016, 04:26:15 PM »
Hello ArenMook,

Thanks for your reply. What you said works indeed; however I noticed that it works in an unexpected way for me. Let's say I have one root object (e.g. UIRoot), and multiple children somewhere in the hierarchy that have some tween component attached to them.

If I trigger some PlayTween on that root, the options under "If target is disabled" and "When finished" are not applied to each of the children that hold a tween in the specified group, just to the root itself.

That means two things, first if the child is disabled, and I want the option "Enable then play", what actually happens, is that that child remains disabled and no tween is played (because the child is not the target). Second, if I want to disable after finished, it is going to disable the root, thus disabling everything under it, instead of disabling just the child that holds the tween.

Because of those two problems, I am not able to use that approach, and I still need to have multiple separate PlayTweens targeted at each one of these children. Thus, not simplifying my process.

Is there a way around this?

Thanks,
Danilo

5
NGUI 3 Support / Question about multiple tweens
« on: March 14, 2016, 09:58:21 PM »
Hello,

I was wondering how to solve the following problem:

I have a button that when pressed triggers several different tweens in the interface. I did that by attaching multiple PlayTweens to that button.
However, there are two other buttons that do something else AND also trigger all those tweens previously mentioned. So I had to add repetitively all the PlayTweens to those other buttons as well.
Is there a way to simplify this process? I tried causing one button to trigger the other button's onClick events, but it wasn't possible.

Thanks

6
NGUI 3 Support / Re: Problems creating font atlases
« on: March 07, 2016, 10:06:07 AM »
We could try that. What do you mean by OR# though?
Also, are there any other ways I could go about to create font atlases to use with NGUI?

7
NGUI 3 Support / Re: Problems creating font atlases
« on: March 03, 2016, 09:38:09 PM »
Hello,

I tried again after replacing the files you attached, but got the following error:

Unable to use the chosen font (FT_New_Face).
UnityEngine.Debug:LogError(Object)
FreeType:GetFaces(Font) (at Assets/NGUI/Scripts/Editor/FreeType.cs:435)
UIFontMaker:OnGUI() (at Assets/NGUI/Scripts/Editor/UIFontMaker.cs:217)
UnityEditor.DockArea:OnGUI()

I tried it with different fonts, including the one I showed you in an earlier message (open sans).

Thanks

8
NGUI 3 Support / Re: Problems creating font atlases
« on: March 02, 2016, 08:36:43 PM »
It was 64-bit.

9
NGUI 3 Support / Re: Problems creating font atlases
« on: March 01, 2016, 10:43:08 PM »
I was using TTF fonts that I had imported into my project. Fonts from 1001freefonts.com, for example Open Sans (http://www.1001freefonts.com/open_sans.font).

I tried many of them, but none worked. I kept on getting that error message.

Thanks.

10
NGUI 3 Support / Re: Problems creating font atlases
« on: February 28, 2016, 02:32:53 PM »
Hello,

I didn't have the error message with me because I did it in a windows computer that I had borrowed from someone. I borrowed it again and the message was:

Unable to use the chosen font (FT_New_Face).
UnityEngine.Debug:LogError(Object)
FreeType:GetFaces(Font) (at Assets/NGUI/Scripts/Editor/FreeType.cs:440)
UIFontMaker:OnGUI() (at Assets/NGUI/Scripts/Editor/UIFontMaker.cs:221)
UnityEditor.DockArea:OnGUI()

Let me know if there is a solution for that. Also let me know if there is a way to do it on the mac.

Thanks.

11
NGUI 3 Support / Problems creating font atlases
« on: February 24, 2016, 10:15:01 PM »
I was not able to create a new font atlas on my Mac, because NGUI is missing a file called NGUI/Editor/FreeType64.dylib.

Then I tried doing it on a windows computer and it also failed to create a font atlas, got some error message when creating the font atlas.

I've wasted half a day trying to create a font atlas and just getting errors.

Any help would be appreciated.

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