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Messages - Nerosam

Pages: [1] 2
1
Im currently on version 3.7.0 but things seem to be working for me on 4.6. Havnt fully tested though.

2
It seems Unity 4.6 fixed the keyboard issue I was having with the keyboard on WP8 onthe UIInput script

3
Might want to check this thread out:-

http://www.tasharen.com/forum/index.php?topic=11794.0

4
I'm currently in the process of switching UIInput with uGUI's "InputField" components. I needed to download the latest Unity 4.6 Beta for this but so far, the input implementation is working perfectly. I just have a Canvas object with the 3D world space option enabled on the same GameObject as the UIRoot script

I attempted to fix UIInput.cs for Windows Store Universal Myself but my efforts ended up being in vain. One fix would break something else.

5
NGUI 3 Support / Re: (video) Keyboard bugs in NGUI v3.7.0 and v3.7.6 on WP8
« on: November 21, 2014, 07:38:12 AM »
I gave your suggestion a try but its still behaving the same way on 3.7.6. Tried with mouse events turned off and vice versa.

6
+1 on this as it seems related to an issue I posted about earlier (in a different thread) in a video demonstration.

7
NGUI 3 Support / (video) Keyboard bugs in NGUI v3.7.0 and v3.7.6 on WP8
« on: November 20, 2014, 10:59:07 AM »
Hi guys,

I'm having this weird issue with showing the keyboard on UIInput fields on a Windows Store Universal build running on Windows Phone 8.1.

I have made a video demonstrating the issue with both versions 3.7.0 and 3.7.6 built with Unity 4.5.5 in the hopes we can swat this bug easier. The link is at https://dl.dropboxusercontent.com/u/13490919/NGUI/NGUI%20WP8%20Bug%20v370%20and%20v376.mp4

I'm not certain if this is a Unity issue or a NGUI issue but as it behaves differently across the 2 versions, i'm thinking its the latter.

Basically in the video with version 3.7.0, the keyboard shows up on the device but does not allow me to enter characters normally (first a capital letter and then lowercase letters) but in the emulator, it shows up once and never again. But in version 3.7.6, the keyboard doesn't show at all on either device or emulator.

Any ideas how this can be fixed?

Thanks

8
NGUI 3 Support / Re: Keyboard on windows 8 with UIInput
« on: January 30, 2014, 06:42:50 PM »
I hate to be a pest but i'm quite stumped on how to go about modifying the UIInput.cs file. I do know that there needs to be #ifdef's for UNITY_METRO but I can't seem to get a clear solution working.

Does anyone happen to have a good UIinput implementation which works well with windows 8 tablets coded? Or at least a work around which invokes the keyboard and takes in values?

Thanks

9
NGUI 3 Support / Re: Keyboard on windows 8 with UIInput
« on: January 15, 2014, 07:56:50 AM »
I see. I'm currently on version 3.0.8 f1.

What you have added is support only for windows phone 8 (WP8Player). There needs to be statements for MetroPlayerX86 and MetroPlayerARM which unity (epically) failed to add to their documentation. I'll add them myself for now.

Thanks for pointing out that line!

10
NGUI 3 Support / Re: Keyboard on windows 8 with UIInput
« on: January 14, 2014, 09:37:07 PM »
Sorry, i meant software keyboard support. I cant seem to input anything on my app via my tablet since it hasnt got a physical keyboard although my android build shows its software keyboard and an input field to enter characters into.

11
NGUI 3 Support / Re: Keyboard on windows 8 with UIInput
« on: January 14, 2014, 09:19:44 PM »
I second this. Or is there a way to invoke the keyboard on windows 8 another way?

12
NGUI 3 Support / Re: Animate gradient on labels?
« on: December 28, 2013, 09:57:18 AM »
Animated color only animates the color on the widget which has no effect on the gradient. Im guessing I will need some kind of intermediate script which accesses the gradient values?

13
NGUI 3 Support / Re: Animating UISprite Dimensions in 3.0.x?
« on: December 23, 2013, 09:22:06 PM »
An easier method is to animate the following script's values instead:

  1. using UnityEngine;
  2.  
  3. public class AnimatedWidget : MonoBehaviour
  4. {
  5.     public UIWidget widget;
  6.  
  7.     [SerializeField] int width = 100;
  8.     [SerializeField] int height = 100;
  9.  
  10.     void Start()
  11.     {
  12.         if (widget != null)
  13.         {
  14.             width = widget.width;
  15.             height = widget.height;
  16.         }
  17.     }
  18.  
  19.     void Update()
  20.     {
  21.          if (widget != null)
  22.          {
  23.               widget.width = width;
  24.               widget.height = height;
  25.          }
  26.     }
  27. }

This may be more of a unity question but i'm attempting to use this code to animate sliced sprite widgets in unity 4.3.2 but I am not getting the option to animate the width and height values. I've tried getting rid of the SerializeField tags and adding the public keyword infront of the variables but they are still undetected within the animation window. However when I add a random float variable to the script (and mark as public), this shows up within the animation window right way.

Any ideas as to why I'm having this awekward issue?

Thanks

14
NGUI 3 Support / Animate gradient on labels?
« on: December 15, 2013, 10:18:42 AM »
Is it possible to animate the gradient on lables? All I see in animation panel are private variables (MGradient Bottom, etc) which do not seem to work via animation.

Thanks

15
NGUI 3 Support / UI Play Animation cant find animation from Unity 4.3.X
« on: November 30, 2013, 02:18:27 PM »
I just updated to Unity 4.3.X and it seems that the animation system update has broken UIPlayAnimation...slightly When I create an animation on any object (by clicking on the object, clicking on animation clip dropdown list in animation window and creating a new clip), it creates an animator component on that object and a seperate .anim file and animator controller file. I figured I should just remove the animator component and manually create the usual animation component on that object instead while referencing the new .anim file. But UIPlay animation keeps throwing this error at me:-

  1. Default clip could not be found in attached animations list.
  2. UnityEngine.Animation:Play()
  3. ActiveAnimation:Play(String, Direction) (at Assets/NGUI/Scripts/Internal/ActiveAnimation.cs:175)
  4. ActiveAnimation:Play(Animation, String, Direction, EnableCondition, DisableCondition) (at Assets/NGUI/Scripts/Internal/ActiveAnimation.cs:228)
  5. UIPlayAnimation:Play(Boolean) (at Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs:196)
  6. UIPlayAnimation:OnClick() (at Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs:145)
  7. UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
  8. UICamera:Notify(GameObject, String, Object) (at Assets/NGUI/Scripts/UI/UICamera.cs:783)
  9. UICamera:ProcessTouch(Boolean, Boolean) (at Assets/NGUI/Scripts/UI/UICamera.cs:1375)
  10. UICamera:ProcessMouse() (at Assets/NGUI/Scripts/UI/UICamera.cs:1081)
  11. UICamera:Update() (at Assets/NGUI/Scripts/UI/UICamera.cs:947)
  12.  

Im also getting a warning which says:-

  1. The AnimationClip 'Menu - Main Menu' used by the Animation component 'Window Root - Main Menu' must be marked as Legacy.
  2.  

I believe NGUI is looking for something that only the older version created because as soon as I tried an animation from one of your examples, it worked perfectly again.

I did however manage to create an original legacy clip by first creating an animation component on the object, and then creating the animation clip from the animation window.

Message to NGUI Devs, you might want to add the "work around" steps to your documentation.

Hope this helps someone somehow...spent many days and nights pulling my small afro hairs out on this.

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