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Messages - Alessaint

Pages: [1] 2 3 ... 5
1
NGUI 3 Support / Re: Runtime custom GUI scaling
« on: December 04, 2014, 04:26:25 AM »
Great, thanks a lot.

2
NGUI 3 Support / Runtime custom GUI scaling
« on: December 03, 2014, 05:00:04 AM »
I want the player to be able to have a certain freedom over how big the GUI is so I'm trying to let him to a certain degree control its scale (by scaling UIRoot from within game options panel). This seems to works well with only exception - drag and and drop feature. As soon as any parent widget gets scaled the drag and drop starts to act funny. So I was wondering whether my way of scaling the whole gui is correct and whether this drag and drop problem is actually a bug or whether I should try adjust the script somehow to compensate for the scale.

Thanks.

3
NGUI 3 Support / Dynamic fonts
« on: October 03, 2014, 02:50:17 AM »
Switching to dynamic font shows a warning about unity's dynamic font implementation being flawed but because I saw your older post about Unity programmer looking into it I was wondering if that warning is still valid?

Also I'm having a problem switching to dynamic fonts - for some uknown reason I was able to switch only one of my labels' (which is basically identical to other ones) to Unity dynamic font. What mostly happens is that i switch the font type, specify a font but it gets changed back to previously set NGUI bitmap font whenever this gameobject gets deselected.

4
NGUI 3 Support / Re: Scrollview scrollbar fades out
« on: September 04, 2014, 02:00:33 AM »
Removed irrelevant post, still looking for a reason for this :)

5
NGUI 3 Support / Re: Scrollview scrollbar fades out
« on: September 02, 2014, 07:56:56 AM »
Hm, now I've looked at the example and it seems to work fine there... I wonder what I'm doing wrong ...

6
NGUI 3 Support / Scrollview scrollbar fades out
« on: September 02, 2014, 07:52:51 AM »
I have a problem with a scroll view scroll bar. It is set to show only when needed - it does work in a way, but whenever I display the the panel containing scroll view and scroll bar the scroll bar is always visible and then it fades out. Is this something I need to solve in my code or is there a way to get around it - to keep it hidden if not needed/become hidden instantly after becoming active?

Thanks


7
NGUI 3 Support / Collider autoresize
« on: September 01, 2014, 11:47:26 AM »
I've come across some strange behavior. I have a prefab with UItexture with collider autoresize enabled. I instantiate this prefab during runtime and set its texture. Mouseover for this instance works just fine - but only in editor. When I build the game, suddenly the collider autoresize stops working - the collider size doesn't match the texture, mouseover action shows it's way smaller (maybe some default value). If I call uitexture.ResizeCollider() manually immediately after the instance has been created and texture set, it gets resized ok and works fine even when run from built exe.

8
NGUI 3 Support / Flipping uisprite from script
« on: August 06, 2014, 01:22:09 AM »
I'm having a problem with flipping a sprite from script. I've found this - http://www.tasharen.com/forum/index.php?topic=8978.0 - has the fix been already included in the current revision? I can't find it anywhere in UISprite...

9
NGUI 3 Support / Re: Trimming alpha
« on: July 20, 2014, 12:57:06 AM »
Well, that's actually my point :) - Sliced sprite with no border information is drawn as regular sprite _but_ there are obviously some features where it doesn't act like one (obviously the sizing issue) - which can be a bit misleading. I'm certainly not going to make the same mistake again (or at least I hope so :)) but for the sake of other users I believe it should either behave like regular sprite at all aspects or there should be a warning. Just my two cents, though..

10
NGUI 3 Support / Re: Trimming alpha
« on: July 18, 2014, 08:20:41 AM »
Hm, you were right - I did indeed overlook the sprite being set to Sliced - I'm sorry. I was wondering though that maybe you could display a warning at UISprite component when it is set to Sliced and the sprite has a zero Border rectangle (meaning it's not intended to be used this way)?

A.

11
NGUI 3 Support / Trimming alpha
« on: July 18, 2014, 01:36:53 AM »
I'm a bit lost as to how resizing of images stored with trimmed alpha should be handled. I have some 128x128 images with trimmed alpha. When I set their size to native 128x128 ("snap" button), they look fine. If I set size to 64x64 they are distorted - no longer 1:1 aspect even though size reads 64x64. This happens only when the images have trimmed alpha. Am I missing something or is it a bug?

Thanks


12
NGUI 3 Support / Re: Gamepad and OnSelect
« on: June 27, 2014, 03:58:37 AM »
My bad, sorry, I overlooked something.  ::)

13
NGUI 3 Support / Gamepad and OnSelect
« on: June 24, 2014, 06:10:25 AM »
It seems to me that button selected by moving from another one via Gamepad doesn't receive OnSelect. Is this intended?

14
NGUI 3 Support / Re: Key binding problem
« on: May 28, 2014, 06:19:50 AM »
Great, thanks.

15
NGUI 3 Support / Re: Key binding problem
« on: May 28, 2014, 06:00:45 AM »
Well, I found the exact reason - Input.GetKeyUp in UIKeyBindings is called even when this button received no GetKeyDown before. I think that this really is a sort of a bug - there is no reason for UIKeyBindings instance to process GetKeyUp without a prior GetKeyDown - I believe that you should add a simple bool check whether the button is pressed otherwise ignore GetKeyUp.

This can happen for instance if you press and hold a button and during this phase another  UIKeyBindings instance bound to the same button gets activated. After the button is released GetKeyUp is executed on both of them.


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