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Messages - Teku Studios

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NGUI 3 Support / Re: NGUI touch support on Wii U
« on: September 18, 2013, 03:41:59 AM »
O)k, we'll do that, we'll keep you up to date.

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NGUI 3 Support / NGUI touch support on Wii U
« on: September 17, 2013, 06:52:38 AM »
Hi there!

So, we are developing a game on Unity and we are now porting it to Wii U. Since its gamepad has touch control on its screen, we want to take advantage of NGUI's tactile option, but we are experiencing trouble when dealing with it. We disable the "Use mouse" option and enable the "Use touch" and "Allow Multitouch" options. Want we want to do is to simply touch on each button to activate it, but everything messes up and it does not work properly.

At this moment, we have an inventory for which we create several buttons at runtime (each time we open it) from prefabs (each button is a prefab), then we set the StartSelected property on the UIButtonKeys script to true only for the selected button, and UICamera.SelectedObject points to that one.

Then, when we touch a button through the touch screen it continues being pressed (we don't have the "Sticky Press" property actived), and the regular analog controls cease to work, we want to have them actived no matter if the player uses touch or axis input. But also, the buttons do not always work when touched, since it takes us a few tries to make them work.

Also (only happening on Wi U GamePad's touchscreen) the controls are inverted. Down goes up, Up goes down and to select a button we need to touch the opposite position on the screen. And one last thing is that, if we go to the UI Root camera and assign Submit Key 1 as Joystick 2 Button 'x', it breaks our controls if that key is also assigned to another use (e.g. jumping).

Is there anything we can tweak on NGUI's code to fit our needs? Maybe on the buttons' code to add a "OnTouch" function, or similar. We saw at the docs that there is a UICamera.MouseOrTouch class, but it would be great if you could give us some tips or guidelines about how to handle this problems.

Thanks a lot.

3
NGUI 3 Support / Re: GUI not showing on other PCs
« on: July 01, 2013, 04:03:55 AM »
I'll check out, thanks.

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NGUI 3 Support / Re: GUI not showing on other PCs
« on: June 29, 2013, 06:57:25 AM »
It is really weird indeed. It seems that the Intel cards think that "none" clipping means "yes, there is clipping and its value is 0". In our studio's PCs setting clipping to "none" works perfect, but when testing it on a laptop with an Intel card, we need te create a clipped zone in order to get the GUIs rendered.

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NGUI 3 Support / Re: GUI not showing on other PCs
« on: June 29, 2013, 03:55:08 AM »
@JamieFristrom We tried almost every solution you name, so I'm afraid we can't help you with that. For us, the clipping solution worked perfect, but that's all we can tell, I'm afraid.

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NGUI 3 Support / Re: GUI not showing on other PCs
« on: June 20, 2013, 05:15:40 AM »
Ok, we've found where the problem lied. We had setup our GUIs to have no clipping at all ("None"). In the studio's PCs it worked perfect, but in my home's Intel card laptop the GUI didn't show up at all.

We've now configured every panel to have alpha clipping with an area that shows the whole menus, and it works in every machine we have tested.

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NGUI 3 Support / Re: GUI not showing on other PCs
« on: June 06, 2013, 08:37:27 AM »
I will look at the precise specs this evening as soon as I arrive home.

But yeah, it is a shitty Intel card.

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NGUI 3 Support / GUI not showing on other PCs
« on: June 05, 2013, 04:22:53 AM »
Hi there,

When building our current game, everything is OK and works correctly when we test it in our studio's PCs. However, I've tried it in my home's laptop, and although the game runs smoothly, the GUIs do not show at all. They all work, but they are invisible.

We are using the UIAnchor system with the panels and buttons, and when testing it here with different screen resolutions everything works fine as expected, so it shouldn't be related to that. Also, we are not scaling anything, and we aren't changing any alpha properties either.

There's nothing wrong in our code, nor does the development build rise any exception or errors, why may this be happenning?

9
Ok, we got it. Since the Editor view didn't throw any error or exception we hadn't noticed this. We have found where the problem lies while debugging a development build.

The player's script kept a reference to the previous scene's PausePanel, and that's why it wasn't working properly. So, instead of searching for the UI objects everytime the player presses "Pause" we now use our serialization methods to do so. This way, everytime the player loads a savegame or enters a new room, our Deserialize method gets the PausePanel of its current scene, just once, and then everything works as expected, even in the builds.

10
We never scale anything from 0 when it comes to UI, we just enable/disable components. The panel, its background and the buttons are always the same size. Also, PausePanel is closer to the camera than the scenery, it's just located far away to the left.

11
Hi there,

We're working with Unity Pro 4.1.2f1 and NGUI 2.6.1e (coding in C#) and we are experiencing a very weird issue. When we pause our game we enable a panel that acts as a pause GUI. Everything OK so far, it works perfect and the controls (keyboard-only) behave as expected. However, when we build our game (Windows x86 standalone), if we run it and press the "Pause" button, the pause panel only shows up in one of our scenes, in the rest of them the panel and its buttons are working and responding, but there's nothing on screen at all. Here's our setup:




In every scene, we have a unique UI Root (3D) object with a Pause Camera and a Pause Panel childed. Pause Camera is set to the same layer as the Pause Panel, and Pause Panel has its buttons and background objects childed. Also, Pause panel has an UIPanel component disabled by default. So, our player has a script that gets the pause input and enables the UIPanel component, so it shows on screen. Everything is correct until we build our game. Then, only Scene1 shows up the menu, the rest of the scenes have an operating yet invisible pause menu.

To prevent some cross-referencing issues when loading each scene, each time the player presses "Pause" his script looks in the current scene for "/UI Root (3D)/PausePanel" and gets its UIPanel component. It is not the most optimal way to handle this, but we coded it this way hoping to prevent this error from happening at runtime.

Any ideas on what is going on? We're getting nuts trying to figure out where does this issue come from. Thanks!


P.S.: We are playing the build at the exact same resolution as the editor Play window, so it shouldn't be related to that.

12
Yes, in all of them.

13
Hi there!

We are developing a 2D sidescrolling adventure, and we are currently dealing with an inventory system. For gameplay purposes, we have a "quick" inventory that shows up on certain spots where the player can use one of his items. That quick inventory is a small panel at the bottom of the screen that contains a buttons Grid, and when the player presses left & right the icons scroll to center the one that's selected. Well, here comes the trouble.

If the item list is static (all the buttons are within the Hierarchy before hitting Play), everything works fine. However, if we read the Inventory list from script and create the quick inventory panel dynamically with all the item icons updated at runtime (we use NGUITools.AddChild), the controls don't work at all. Is that a problem with the Draggable Panel, or with the button grid? Must we do things differently?

Thanks!

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