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Messages - danglingneuron

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NGUI 3 Support / Re: Play Tween & Tween Alpha not working as expected
« on: January 31, 2014, 12:51:45 PM »
Awesome. That solves the first issue. Now all children fade-in and fade-out. What do I do about the second issue.

The tween (fade-in and fade-out) only works the first time. After the first time, it appears/disappears instead of fadein-fadeout, even though the Alpha tweens are set to 1 second transition time.   

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NGUI 3 Support / Play Tween & Tween Alpha not working as expected
« on: January 31, 2014, 11:44:25 AM »
I used NGUI 2.6.4 in a previous project. Now in a new project I am using the latest NGUI 3.0.9f4.

Somehow I cannot achieve some simple effects that I used to do in 2.6.4. Basically its a simple click pause button, bring out paused menu with resume button, click resume button, hide paused menu, show pause button scenario.

1. Empty Parent GameObject A is the parent of a label (player score) and a sprite with button script and collider - this is the pause button. The empty gameobject has a Tween Alpha going from 0 to 1.
2. Empty Parent GameObject B is the parent of a label and a sprite with button script and collider - tis is resume button. The empty gameobject has a Tween Alpha going from 0 to 1

Initially GameObject A is active/visible and GameObject B is inactive/hidden. When I click the sprite on GameObjectA, I want to fadeout/disable GameObjectA and enable/fadein GameObject B and vice versa.
SO I have 2 "Play Tween"s on pause button and on resume button.

 
There are two issues that I am facing.
1. The Alpha fadein/out only seem to work on the first child i.e. on the label
2. The fadein/out effect only works the first time. After the first time it appears and disappears ( no tweening).


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NGUI 3 Support / Re: Keyboard on windows 8 with UIInput
« on: January 31, 2014, 11:20:14 AM »
Unfortunately for Windows 8 (RT/PRO) there is no programmatic API to bring out the Software Keyboard. The only way the software keyboard comes out is when you tap/click inside a textbox.

Now windows 8 doesnt know anything about Unity/NGUI stuff so it cant "detect" that the NGUI textbox is actually a textbox. There are two workarounds for this issue:

1. Create an input form in native windows 8 (XAML), invoke that for input so that there are native textboxes and tapping those will automatically bring out the keyboard

2. Create a native textbox (XAML), make it transparent and manage to overlay it over NGUI textbox (this can be tricky).

For both solutions, you will have to code them in the Visual Studio Project... in the native technology (e.g. C#/XAML )

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