Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - karsnen

Pages: [1] 2
2
Aren,

Thank you. I "Shaders" were not inside "Resources" folder.

Appreciate your help.

3
If it clips in the editor but not on the device then your device doesn't support shaders. This can be due to hardware (iPhone 3G and earlier), software (your quality settings was set to 'fastest'), or not including the Resources folder.




Hello, Thank you for your response.

But
1. My device is a new Nexus 7
2. As for shaders are concerned, I do not use any shaders. It is just blind Simple UISprite and nothing on top of it.
3. "not including Resources folder" - Hmm I have a Resources folder in my project but it does not contain any files that are required for my UI. I also do not do Resources.load for UI anywhere

I hope I did comprehend you properly.


4
Well there was one time where none were shown, then I had to bring a fresh copy of NGUI. It solved that issue.

Beyond that one point, components usually show up. I have no problem with that.

Still no progress on that.  :'(

5

Well, unfortunately soft clip also does not work for me.
What do you mean by "Does your panel show up at all with clipping on?"?
It the components are clipped accordingly when you release your finger from that collider, else NO CLIPPING.


6
Hello,
Target : Android
Platform : Mobile

 I have a UIPanel to clip draggable objects and so it has Draggable Panel Script to it.

The clipping is Alpha clipping. I do not use any shaders. It is just a button and a UISprite (simple) sprite as child.

The clipping works perfectly fine on editor but on the machine, it is just does not
clip PROPERLY.

Lets say I am moving a drag panel content, it does not clip until I release my finger or touch another Panel.
The device I test is the new Nexus 7.

This is how my Panel looks in the inspector pane.

I highly appreciate your help. I think it is a minor issue which I am not able to see.

regards,
Karsnen.

7
Hello,

I have a UISlider and I want to register a callback for OnValue change.
I tried it, but I am stuck and I think it is just a small issue.
I also want to change the Slider value too.

My Methodology:

I have a public UISlider variable which I used to drag and drop the GameObject on top it.

  1.         public UISlider MySlider;

Then in OnEnable()

  1. MySlider.onChange +=OnSliderValueChange;

I am trying to register a callback. My callback method is like this.

  1.         public void OnSliderValueChange(float val)
  2.         {
  3.                 Debug.Log("Sound Value = " + val);     
  4.         }

I think it is a syntax error.

As it say this
Quote
Operator `+=' cannot be applied to operands of type `System.Collections.Generic.List<EventDelegate>' and `method group'

How can I register a callback?

My Secondary Question:
As now I have cached the UISlider - how can I change the value on the slider from an external script.


Thank you very much!!!


EDIT :

Even when I try this - http://s11.postimg.org/yl2ljcpyr/Screen_Shot_2013_10_19_at_7_05_35_PM.png

I do not have any public methods shown up on the drag list. The gameobject which is attached to "Notify" monobehaviour has more than 1 script attached.

8
@Nicki

Thank you for helping me.
I actually tried it before too.
Now the sprite is small. Lesser than the screen size.

Scene & game view (With NGUI Camera): Image

Inspector Panel : Image

I think I am making a silly mistake. Just can't find it.

9
NGUI 3 Support / Stretching a sprite exactly to mobile screen size. Issue
« on: September 25, 2013, 05:55:01 PM »
Hello,
 
  • UI - 2D UI
  • Target : Mobile
   
SCENARIO :
I am trying to stretch a sprite to entire screen. I am able to achieve it but I think my method is wrong.  It stretches beyond the screen size. If you look into this screen shot of the hierarchy, the selected object has UISprite (Sliced) & UIStretchSprite.

REQUIREMENT :
 I want the image to strech exactly to the size of the screen. This way, I could implement this for store too.

PROPERTIES :

UIStrechSprite : => Image Link
 Camera is the UI Camera;
 style : Both
 relative size : (100,100)
 initial size : (1,1)

ANCHOR: => Image Link
 The Anchor containing this Stretch object is at CENTER
Half Pixel Offset : true
Relative Offset (0,0)
Pixel Offset (0,0,)

UIRoot:
Scaling Style : Fixed Size
Manual height = Minimum Height = Maximum Height = 640


I think it is very simple to implement, but I just do not know how. If I have missed some info, kindly
let me know. I would happy to provide as much information as possible.

I appreciate your time & help.




10
NGUI 3 Support / Re: I get "has nothing for UIButtonColor to color", Warning
« on: September 25, 2013, 05:15:05 PM »
@Nicki.

 Yep it worked. Thanks.

11
NGUI 3 Support / I get "has nothing for UIButtonColor to color", Warning
« on: September 25, 2013, 03:52:19 PM »
Hello,

SCENARIO :

I have a UIButton which does not have a UISprite or UILabel. Just a button with a collider. Lets say an invisible button. Now this GameObject has only the collider & UIButton script on top it. Hence it has no children.

PROBLEM :

The button works perfectly fine, but I get this warning.

Quote
"MainMenuUI/UICamera/Panel/Anchor-Center/Room2Select" has nothing for UIButtonColor to color
UnityEngine.Debug:LogWarning(Object, Object)
UIButtonColor:Init() (at Assets/Plugins/NGUI/Interaction/UIButtonColor.cs:113)
UIButtonColor:Start() (at Assets/Plugins/NGUI/Interaction/UIButtonColor.cs:65)

REQUIREMENT :

How to avoid it? Is it okay if it stays?

Thanks.

NOTE : I have not moved to NGUI 3.0 yet.

12
Awesome!

Nice info actually. Very handy.

13
NGUI 3 Support / A GuiTexture to be rendered before NGUI?
« on: July 07, 2013, 04:26:56 PM »
Hello,

I have two cameras in my scene. One is NGUICamera and the other is MainCamera.

The complete UI is 2D and it is done in NGUICamera. But I have one GUI Texture which I want to
render it in Main Camera. The layer of the GameObject containing the GUI Texture is "Default".

Now when I render the GUI Texture, NGUI Sprites or the UI itself renders first. I want this GUI Texture to
be renderered before NGUI so that I do not see any of NGUI stuff before GUITexture.

Could someone assist me with that. The stats of the camera are given below.

INFO :

NGUI Camera : (Orthographic)

Depth : 0
Clipping Plane :  Near = -2 | Far = 2
Culling Mask : (only) UserInterface
Rendering Path : Use Player Settings

Main Camera :(Perspective)

Depth : -1
Clipping Plane :  Near = 1 | Far = 100
Culling Mask : everything except "UserInterface" which includes "Default"
Rendering Path : Forward

Thank you.

Highly appreciate your help.

regards,
Karsnen

14
NGUI 3 Support / Re: Shake the UI?
« on: July 04, 2013, 06:13:47 PM »
gergo =>

I am going to try it out. But while I am doing it - I just wanted to know what you meant by "not the most efficient method"?

Thank you.

15
NGUI 3 Support / Shake the UI?
« on: July 04, 2013, 02:19:03 PM »
Hello,

I was just wondering whether it is possible to shake the UI. I tried to shake based on NGUI camera's position. But with no surprise it did not work.

My UI is a complete 2D UI. I just want to shake it on it's (x, y, z) axis.

Thank you

regards,
Karsnen.

Pages: [1] 2