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Messages - BurningToad

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1
The particular issue that I was having was reproducible in all cases, both in editor and client (PC.)  So, I'm sorry, but I'm not sure about your issue dafunker

3
I found out some more info after I tested and discovered that the issue occurs for us because we enable/disable colliders when showing/hiding dialogs in certain ways.  I found other people with the same problem:

https://issuetracker.unity3d.com/issues/colliders-are-not-updating-to-match-attached-gameobject-location

https://answers.unity.com/questions/1421546/capsule-collider-istrigger-problem-from-unity-56-t.html

So yes, Unity broke something.... again :(

4
I just noticed the UICamera option "Events go to..." and ours is set to Rigidbodies.  When I tried changing this to Colliders, it seems to improve things a bit, I think?  However, the issue is still there even with that option, so it isn't a fix....

5
Hello!

I've encountered an issue that may be completely our own project's fault, but I haven't been able to figure it out.  We are working on upgrading from Unity 5.6 to Unity 2017.2 and in doing so, we have noticed our NGUI based UI has a strange issue.  When we resize the screen, or when UI elements get moved, their colliders don't seem to update properly.  They look fine in scene view, but raycasts don't hit them when they should, they instead hit where the colliders used to be before the element was moved or the screen was resized. 

As an example, say we have a UISlider with the thumb being a sprite with a collider on it.  Resize the screen, collider position doesn't seem to update for raycasts.  If I add a rigidbody to collider gameobject, it works just fine when resizing the screen.  It worked just fine in Unity 5.6 with no rigid body.  Any ideas about what could be causing this?  As another test, we removed all rigidbodies from UI (including UIPanels) and the UI still all worked just fine in 5.6.  In 2017.2 with no rigid bodies on panels, things were all kinds of haywire.  But unfortunately it now seems EVERY UI collider would need a rigid body to work properly....

I haven't been able to repro any issues with the base NGUI and example scenes provided in Unity 2017.2, so I guess it is likely an issue on our end.  We do have some custom changes to NGUI, but I can't think of any of them that would cause this issue. 

I guess I'm just wondering if anyone else has run into this, or if anyone has any ideas on what would cause this and how to fix it without adding a million rigidbodies to our UI.

6
Although looking at this closer, I think the proper fix is to get rid of Mathf.Round inside UIScrollView.SetDragAmount.

This fix seems to work well for me.  Thanks for the help!

7
Hello, I had this same problem.  My panel/window background is also pivoted on the top left.  However, for a variety of reasons, I can't change that without a lot of pain.  So, I had to look for an alternative solution. 

Basically the panel was doing strange things with non-even number sizes.  It was either bouncing like in his video, or even if it didn't LOOK like it was bouncing, the offset and position were just increasing constantly every single frame.  This depended on the size of my realizable window.  Some sizes it would bounce, some it wouldn't.  Then, it also depended on my current scroll value, so some sizes it didn't bounce until I scrolled to a certain value...

I was able to fix it with the following workaround:

In UIPanel.OnAnchor()
changed:
      float newX = Mathf.Lerp(lt, rt, 0.5f);
      float newY = Mathf.Lerp(bt, tt, 0.5f);
to:
      float newX = Mathf.Round(Mathf.Lerp(lt, rt, 0.5f));
      float newY = Mathf.Round(Mathf.Lerp(bt, tt, 0.5f));

Basically, I just rounded the numbers to ensure they were integers, and not some floating point decimal that lead to bouncing or increasing each frame.

Not saying this is a good solution, but it solves my problem.


8
NGUI 3 Support / Thank you for fix!
« on: January 24, 2014, 02:09:35 PM »
"- FIX: Work-around for a bug in Unity that was causing prefabs to be marked as edited (version control)."

I haven't had a chance to upgrade and test this yet, but I will try it soon.  If this works, my entire team will be worshiping at your altar! :)


9
NGUI 3 Support / Re: Problem with dynamic fonts and source control
« on: January 17, 2014, 10:26:31 AM »
Just thought that I would chime in and say that we have seen a similar issue pop up.  We use perforce for source control, and check in all the meta files.  On a new machine (getting all the code from depot and importing and such for the first time) we have seen the dynamic font references disappear from prefabs as well.

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