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Messages - Dover8

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1
NGUI 3 Support / UIInput showing keyboard with space for autocomplete
« on: August 05, 2015, 10:35:55 AM »
I have an app with a search button. When the user presses it the focus is moved to an offscreen UIInput with default settings (default keyboard, standard input, no validation). When the device keyboard opens on iOS devices and Android phones there is a gap between the input box and keyboard that would represent the autocomplete area. On Android Tablets the autocomplete tab is even displayed. I have attached screenshots to this post, but I need the input box to sit ontop of the keyboard in all instances. Using Unity 4.6.5

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NGUI 3 Support / Re: NGUI Virtual Joystick
« on: June 13, 2014, 06:59:50 AM »
Does this package still exist? I was hoping to look at it myself.

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NGUI 3 Support / Re: UIPlayTween and UIToggle in 3.0.1 does not work.
« on: April 01, 2014, 08:12:26 AM »
Any update on this? UIPlayTween is not triggered when set to OnActivate True/False and attached to a UIToggle. Nor is the void OnActivate method of UIPlayTween an appropriate delegate to be added to the OnValueChange delegate list of UIToggle.

4
NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: March 11, 2014, 10:16:43 AM »
May I make the suggestion that the FitInternalKeepingRatio option of UIStretch also takes into account the realativeSize variable? I've done this in my version and use it a lot to make pop up boxes fit say 80% of the width of the screen on whichever device they're on. As relative size is set to (1, 1) by default this change doesn't effect the widgets until the relative size variable is changed.

  1.                         else if (style == Style.FitInternalKeepingRatio)
  2.                         {
  3.                                 // Contributed by Dylan Ryan
  4.                                 float screenRatio = rectWidth / rectHeight;
  5.                                 float imageRatio = initialSize.x / initialSize.y;
  6.  
  7.                                 if (imageRatio > screenRatio)
  8.                                 {
  9.                                         // Fit horizontally
  10.                                         float scale = rectWidth / initialSize.x;
  11.                                         size.x = rectWidth * relativeSize.x;                            //added * relativeSize.x
  12.                                         size.y = initialSize.y * scale * relativeSize.y;                //added * relativeSize.y
  13.                                 }
  14.                                 else
  15.                                 {
  16.                                         // Fit vertically
  17.                                         float scale = rectHeight / initialSize.y;
  18.                                         size.x = initialSize.x * scale * relativeSize.x;                //added * relativeSize.x
  19.                                         size.y = rectHeight * relativeSize.y;                           //added * relativeSize.y
  20.                                 }
  21.                         }
  22.  

5
NGUI 3 Support / Re: UISlider error, Version 3.0.6 f1!
« on: January 30, 2014, 12:53:48 PM »
Found the issue.

It was that UIProgressBarEditor and UISliderEditor were renamed from being UIProgressBarInspector / UISliderInspector so when pulling in the new package the old files are updated with the new code, but their old name remains.

Find UIProgressBarInspector and UISliderInspector in your project and make sure you update their script names to reflect their class names and all will be resolved. (I had noticed a few other scripts that needed name updates, Checkbox->Toggle etc., but had missed these ones).

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NGUI 3 Support / Re: UISlider error, Version 3.0.6 f1!
« on: January 30, 2014, 12:37:43 PM »
Same problem for me. Downloaded the latest NGUI package and on import there is no NGUI/EDITOR folder at all...

7
I am also looking at this as I have used checkboxes to control the tween position of menus sliding in. Everything works as expected, other than the fact the tween is getting called because of the Set in OnStart(), so all my menus appear on the screen a slide away at the start.

8
NGUI 3 Support / Help : Creating a frame
« on: June 17, 2013, 05:01:10 AM »
I'm having a bit of Monday morning haziness. I'm wanting to create a black frame around my window, but the client doesn't want it to be the full size of the screen. So I'm looking at making a frame that is about 80% the size of the screen (the target resolutions are different sizes, so this needs to be done automatically) with say 40 pixels width. It's easy enough to do right at the edge of the screen using 4 sprites, but how can I do it inset from the edge of the screen?

9
NGUI 3 Support / Re: NGUI and uniTUIO integration please!!!
« on: June 07, 2013, 04:05:49 AM »
I have integrated yesterday with the NGUI API.

I copied your UICamera and modified the required code. Now appart from your events OnClick, OnPress, OnSelect, OnDrag and OnDrop I have two events like OnDoubleTouch and OnManyTouches that have a List of Touches as argument.

It was pretty easy it only took a couple of hours.

UniTUIO it's the only framework at the moment that supports Windows 7 API. Unity doesn't seem to be interested on implement them the API. So we are going to fight the battle for a long time.

Thanks!!

N3uRo, I'd be interested in seeing your solution for this as I have now encountered the same issue.

10
NGUI 3 Support / UI Scroll Grid .GetPosition()?
« on: May 23, 2013, 04:52:08 AM »
I'm working on a scroll grid at the moment and was wondering if there is a method available for getting which item index/gameObject is in the center of the scroll?

I'm also noticing that when I scroll using the mouse that when you reach either end, the final item doesn't move all the way into the middle, but it will if you have click dragged when you release the mouse button? Is there a way to make sure it snaps into the middle when using the mousewheel?

11
NGUI 3 Support / Re: Scrolling panel moves instead of grid
« on: May 23, 2013, 04:50:50 AM »
Have you got "Static" checked on the Panel? And set up the right Scale in the UIDraggablePanel? And your items are referencing the correct UIPanel?

I'm working on a scroll grid myself at the moment and was wondering if there is a method available for getting which item/gameObject is in the center of the scroll?

I'm also noticing that when I scroll using the mouse that when you reach either end, the final item doesn't move all the way into the middle, but it will if you have click dragged when you release the mouse button? Is there a way to make sure it snaps into the middle when using the mousewheel?

12
NGUI 3 Support / Re: UITexture disappears
« on: April 03, 2013, 09:33:25 AM »
Digging up an old post, but I'm experiencing this too now. Using Unity 3.5.2 and NGUI 2.3.1.

My scenario is that I have created 3D data panels that get populated at run time. (See the attached image for the layout, should be fairly self explanatory). I also have a 2D filter panel for choosing which data is shown on the 3D panels. I think I have narrowed it down to only happening when all the filters are turned off, and therefore the Table has no children, but the issue happens so sparsely and otherwise randomly that it is hard to say for sure. It also only ever happens with the first 3D panel you open at any time (i.e close all open panels, open one it will be broken, open another without closing the broken one and the new one will be fine and you won't get another broken one again until all other panels are closed first).

You can't see this in the image I posted, but data items are added to the table by an empty gameObject with a pair of UILabel children.

What you can see in the inspector image is that even though the textures aren't appearing on the panel, they are set in the inspector. If I go onto the inspector and update the sprite (even to the same one it already has) then it comes back on in the game view.

I have tried to suggestions in this thread, none of which worked.

Inspector view:


Working:


Not working:

13
NGUI 3 Support / Re: Strange Scroll View Behavior
« on: March 22, 2013, 04:32:43 AM »
Thanks for that info, it allowed me to modify the SoftClip shader to get the clipping working how I needed it. Can you tell me where it is that NGUI makes this switch so that I can take a look and see if I can change it so that it switches to another specified shader for future use?

14
NGUI 3 Support / Re: Strange Scroll View Behavior
« on: March 21, 2013, 08:14:34 AM »
What is it about clipping that prevents it from working with another shader?

15
NGUI 3 Support / Re: Using a shader with ZTest Always
« on: March 20, 2013, 11:41:38 AM »
It's all the same atlas and fonts. I've got around it by creating a new font with a slightly modified shader:

  1. "Queue" = "Transparent+1"

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