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Messages - xito

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1
NGUI 3 Support / Move a scroll view by code
« on: May 12, 2014, 10:38:17 AM »
Hello:

I have a UIgrid with a clipping panel.

I am making a kind of tutorial and I want to move the grid to the left by code.

For this, I am using UIScrollView.MoveRelative

The problem is that, after this, when I close the window and open it again, the grid looks broken.

So the question is:

Which is the best way to move a Clipping panel with a grid by code?

If it is MoveRelative, I am probably doing something else wrong.

Thank you very much.

2
NGUI 3 Support / Problem with 4096x4096 atlases
« on: March 28, 2014, 06:56:19 AM »
Hello!

We are working with two atlases, HD (4096x4096) & SD (2048x2048). When I execute the game on unity editor all the interface works ok, however when I compile the IPad Version doesn't work with HD atlas version (Ipad retina devices).
It seems like many objects have an offset or something like this. When we have 2048x4096 atlas for HD, it works ok, but, when we add other element and atlas change to 4096x4096 it doesn't work properly.

At the beginning We have 2.7.1, I update this to 3.5.4R2 and today to 3.5.5. It doesn't work good in any of these.

Do you know any reason about this error?


Thanks in advance

3
NGUI 3 Support / Problem with Draggable panel and checkbox
« on: February 27, 2014, 06:22:08 AM »
Hello!

We have a structure like this:

+Panel
     + Panel + Draggable panel
         + Grid

This Grid contains gameobjects with checkbox. When this checks are not checked and we click them, it doesn't change their image until we drag the panel, however the check state is changed.
Our draggable panel has cull property enabled.

We have 2.7.0 and it can't be updated now.

Thanks in advance.

4
NGUI 3 Support / NGUI input only attend to specific collider
« on: December 10, 2013, 10:34:30 AM »
Hi!

We are making a tutorial and we need to filter the inputs. We need to allow that only one button gets input events.
We are thinking about some kind of whitelist or blacklist to implement this but we don't know how or where we can implement this with NGUI.


Thanks :).

5
NGUI 3 Support / Re: 3D Flickering
« on: November 26, 2013, 09:17:11 AM »
Hi!
We start to develop GUI with 2.3 version, our actual version is 2.7, Is this problem replicate in this version too?

Thanks! Your support is awesome.

6
NGUI 3 Support / 3D Flickering
« on: November 22, 2013, 03:30:14 AM »
Hi!

We are trying to put a label with this structure:

+ Panel
     + GameObject
           + Sprite (Depth 3,  Z = 0)
           + Label  (Depth 1,  Z = -1)   <- PROBLEM
     + Button
           + Sprite (Depth 0,  Z = 0)
           + Sprite (Depth 1,  Z = 0)

We are using this panel in 3D view with a billboard and sometimes the label isn't viewed. This billboard is applied to the panel.

The main camera is a perspective camera.

Thanks!

7
NGUI 3 Support / Re: Another Atlas switch issue
« on: July 03, 2013, 06:20:43 AM »
Finally We use FixedSizeOnMobiles and all is ok!!!


Thanks.

8
NGUI 3 Support / Another Atlas switch issue
« on: July 03, 2013, 04:44:41 AM »
Hello Aren!
We are try to switch between sd and hd Atlas to use in Retina and non-Retina resolutions. For example, our sd atlas have an icon with 130x100 pixels and our hd atlas have this icon too, but in this case with 260x200. We are using pixel size too:  SD(1f) HD(0.5f). And our switching script is like this code:

  1. public class AtlasPair {
  2.         public string name;
  3.         public UIAtlas reference;
  4. }
  5. ...
  6.  
  7.  
  8. public AtlasPair[] atlasses;
  9.  
  10.         UIAtlas atlasReference;
  11.         UIAtlas fontAtlasReference;
  12.        
  13.         string qualitySuffix;
  14.  
  15.         Dictionary<string, UIAtlas> instances;
  16.        
  17.         void Start () {
  18.                 instances = new Dictionary<string, UIAtlas> ();
  19.                 qualitySuffix = (Screen.height <= 768) ? "low" : "high";
  20.                
  21.                
  22.                 for (int i = 0; i < atlasses.Length; i++) {
  23.                         if (atlasses[i].name.Length == 0) {
  24.                                 Debug.LogWarning ("[GUI] No name for element " + i, gameObject);
  25.                                 continue;
  26.                         }
  27.                        
  28.                         if (atlasses[i].reference == null) {
  29.                                 Debug.LogWarning ("[GUI] No atlas for element " + i, gameObject);
  30.                                 continue;
  31.                         }
  32.                        
  33.                         UIAtlas reference = Instantiate (atlasses[i].reference) as UIAtlas;
  34.                        
  35.                         atlasses[i].reference.replacement = Resources.Load ("Atlasses/" + atlasses[i].name + "_" + qualitySuffix, typeof(UIAtlas)) as UIAtlas;
  36.  
  37.                         instances.Add (atlasses[i].name, reference);
  38.  
  39.                 }
  40.  
  41.  

Our problem is: When We launch the app in sd all is correct, however when We launch this in HD, all the widgets keep their low size (I.E. 130x100 for my icon).

9
NGUI 3 Support / Re: Padding at left
« on: June 13, 2013, 02:32:11 AM »
Thanks Aren,
We solved our problem :)

10
NGUI 3 Support / Re: Padding at left
« on: June 04, 2013, 03:25:21 AM »
Ok, Thanks Aren.
If we have lot of GUI made based on anchor parenting :'(, will it work properly after we move to 2.6.2 (i.e. anchors destroying themselves at runtime)?
Do you think the way anchors work is going to change anytime soon to support parenting?

11
NGUI 3 Support / Re: Padding at left
« on: June 03, 2013, 10:52:07 AM »
Sorry, but my fonts fail yet :(. I try that my label hasn't widget container and put his pivot point to top-left, but I can't fix the error.

Can you explain me better "don't have anchor parented to another anchor if both use camera dimensions"?


Thanks.
 

12
NGUI 3 Support / Re: Padding at left
« on: June 03, 2013, 05:02:20 AM »
Hello again!
Now, I'm using BMFont and my problem now is labels shake when they update and try to replace with anchors. We use UIAnchors.

I put a video like attachment to show you my error.

And these are values that my label oscilates : x: 183.9882 // y: 137.9912  -> x:183.5 //y:137.5
And other : x: 61.99603//y: -85.98905 ->  x: 62 //y: -85.5



Thanks.

13
NGUI 3 Support / Padding at left
« on: May 31, 2013, 06:20:42 AM »
Hello!
I try to put personalized fonts in my game with NGUI, I use this type of font (Ms Trebuchet 32) made with Glyph Designer.

How You can see, the pivot is centered but the fonts are moved to right like I put a padding. Do you know where can be the error?
With the same font, when I use this in editor, all is ok, but when I use in mobile devices, this font flickers.

I attach the fnt, png files and a capture of inspector with atlas and font.

Thanks.

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