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Messages - imakemygame

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NGUI 3 Support / Re: Fontmaker not working if the Atlas is 4096x2048?
« on: November 14, 2013, 12:32:37 AM »
Ah I did not know how to do this by my self. Just looked your video how to do that with the font maker. Now if I put the font with the atlas maker in the atlas and then set up the font it worked fine without any issue.
Thanks you are a great help

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NGUI 3 Support / Re: Fontmaker not working if the Atlas is 4096x2048?
« on: November 13, 2013, 04:16:41 PM »
Yes I understand. But my atlas works fine. Only the Font Maker is not working. As I said: my atlas has enough free space for the font I want to add to my atlas. But I get the error. So it make no sense that the target device is causing this error?!?

As I said. I think the Font Maker seems to be the cap. Are you sure the Font Maker is working with the Atlas of 4096x2048?

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NGUI 3 Support / Re: Fontmaker not working if the Atlas is 4096x2048?
« on: November 13, 2013, 02:39:07 PM »
I do not understand what you posted? Why is it important which target platform I prefer? Where is the parameter?

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NGUI 3 Support / Fontmaker not working if the Atlas is 4096x2048?
« on: November 12, 2013, 03:34:30 PM »
Hello,
if I use the Atlas Maker, you know there is the option to get the 4096x4096 size. But now I wanted the Font Maker to put a font in my atlas and there is no such option. Now I get the error "Operation canceled .. The selected sprites can“t fit into the atlas... "
But my font is 256x256 and my atlas is 4096x2048 and there is enough space for 256x256 I see. But I think the font maker is not trying to use the 4096x4096 size. Is there a way to set the option true which is available in the atlas maker?

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NGUI 3 Support / Re: To many sprites in atlas?
« on: November 06, 2013, 03:39:07 PM »
Hey great. This is exactly what I needed. Thank you very much

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NGUI 3 Support / Re: To many sprites in atlas?
« on: November 05, 2013, 02:06:34 PM »
1. I made the window max size
2. that is what I do, but is it no good practive and uncomfortable

It would be nice to make the pictures smaller if this is the only way to made it possible to see more

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NGUI 3 Support / Re: To many sprites in atlas?
« on: November 05, 2013, 12:31:47 PM »
More Atlas? Then I have to make an atlas for every "gui". This means I had duplicates of some pictures/sprites. Otherwise I had more drawcalls if I create a gui with more than one atlas.

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NGUI 3 Support / To many sprites in atlas?
« on: November 05, 2013, 07:48:02 AM »
Hello,
I have many sprites in my big atlas (>100). Is it possible that I can see them all? When I open the dialog with the previews I can scroll down but there are Not all pics of my atlas

9
Ok the thread can be closed. The problem was, that the drawCall.dynamicMaterial was null because I have to wait for one or two frames. Now I just ask if(drawCall.dynamicMaterial != null) and then it runs !

10
Ok how can I use your line?

If I try
  1. manaUITexture = transform.FindChild("MagicBubble").gameObject.transform.FindChild("mpBar").transform.GetComponent(UITexture);
  2. manaUITexture.drawCall.dynamicMaterial -> is null
I get an "Object reference not set to an instance of an object" error

I tried to set my material but it does not work because the dynamicMaterial is only read

So please how do I have to use what you tell me?

11
Hello guys,
I use NGUI 3.0.2

I have a UITexture with a material which I want to change on runtime.

  1. manaBubbleMat = transform.FindChild("MagicBubble").gameObject.transform.FindChild("mpBar").transform.GetComponent(UITexture).material;
  2. manaBubbleMat.SetFloat("_Cutoff", manaInPercent);

But it seems that there is no automatic Update//drawcall of the material. Sometimes, e.g. some colliders triggers, then the material updates//drawcalls
The editor shows the changed material. I mean I can see the changed Cutoff. But not it does not change ingame. Hope you can understand what I mean. My english is not the best

Regards Martin

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