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Messages - skullthug

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1
NGUI 3 Support / Re: OnClick() problems on WP8 and Windows Store apps
« on: June 21, 2015, 03:51:46 PM »
Hello, I'm writing to say this problem still exists and I've been running into this problem with my own project that is being ported to Windows8 Universal.
Goepfie's solution no longer seems to work, so I'm in the middle of attempting Lycean's- though the code has changed enough since then to make it difficult to interpret.

But ANYWHO, fyi this still happens in NGUI 3.7.7 and Unity 4.6.4.
Fortunately in my setup it doesn't seem to have any major consequences, however it does create a weird visual bug where a button press (with touch) in a previous screen will cause a button in the next screen (that ends up in the same space of the previous button) to be put in the OnHover state of UIButton

I've discovered disabling Mouse in the UICamera stops it from happening- but this is not an acceptable solution since mentioned previously the mouse is required for Windows8 PCs/tablets that can utilize it.

Disabling touch events seems to have no effect, though that's probably not an option for me anyways since I utilize multiple finger tracking in certain screens.

It looks like I'm a bit behind on versions at this point so I'll attempt to see if upgrading fixes anything.

EDIT:
Upgrading to 3.9.0 fixed it!
It looks like in 3.8.2 there was some re-working to the way touches interact with the UICamera, which may have sorted this out. Just a FYI for anyone else running into my problem.

2
OK. I suspected as much. Thanks for replying.

3
Hi there. Thanks always for keeping NGUI healthy and running.
I'm working on a project that is implementing a simple chat system, and I was wondering if there's a simple or built-in way to make text selectable for users to Ctrl+C copy (from their chat logs).
Selecting text works fine with UIInput, but we obviously don't want users to be able to edit their chat history.

Cheers.

4
NGUI 3 Support / Re: UIAtlasMaker exception
« on: January 07, 2015, 09:00:18 PM »
Just wanted to post and say I'm having this issue as well, suddenly out of the blue. Using Unity 4.5.2f1 and NGUI 3.6.7. [unable to update to latest due to project restrictions]
It's occurring on an a 1024x1024 atlas with a large number of sprites.

Xeno97's code prevents the error from happening, but I'm still unable to update an atlas. I've checked all the Atlas texture import settings and it doesn't appear like it's being resized to anything too small.

I attempted alexkring's method of creating a temporary object during CreateSprites, but it doesn't appear to be working for me unfortunately.

I have found a very confusing workaround, which is basically to update a smaller atlas of 256x256 (containing three sprites). Once it successfully updates, I can then update the troublesome Atlas correctly but only once. That is, if I literally just press Add/Update again after it's successfully finishes it will then start giving me the error again.

5
I'm afraid since I anchor so many buttons to respective corners for a differing range of screen ratios, I don't think that setup would work too well in my case.

I discovered another thing that was causing odd problems, possibly related. It is that one of the non-NGUI cameras was accidentally set to render the UI layer, so two random panels (opposed to all of them oddly) would keep referencing that non-NGUI camera in regards to anchoring in the Editor view. While in this state, the only way to "reset" the anchoring was to toggle the Padding checkbox item in the UIPanel for each, after which it would be correct for the next Play-run in the Editor but it would reset to the bad anchoring after ending Play.
After disabling rendering of the UI layer on the non-NGUI camera and "resetting" via the Padding checkbox they finally seemed to remain in the correct spot after running in the editor.

That paragraph was a bit convoluted I admit, but I hope it made some sense. I can record a video if that would be more helpful. It was confusing and was very difficult to figure out why the Panel would not stay put.

6
The anchored stuff is what needs to be animated, so er.. I'm not sure I understand the point?

7
Tried putting the anchored content on a separate panel underneath the animated one to see if that would help, but I still had the same issue.
Just to update, I managed a hack solution by doing WaitForSeconds(.01F) after doing SetActive(true) to the panel object being animated, and before I trigger the animation clip. That seems to allow the anchoring to do its thing without the animation messing it up.

8
Right.
I had just assumed animating a panel would be acceptable practice, because as you can see in the video it works for the majority of the other UISprites except one odd duck.

9
Hello. I've been running into an issue with basically what the subject says- I have a UIPanel I'm animating with an AnimationClip and somehow a child sprite of it is failing to anchor properly (it anchors somehow outside of the frame). Seems to happen with both the OnStart & OnEnable methods of anchoring, but works fine with OnUpdate. I'd prefer to avoid OnUpdate as it seems un-necessary and I've run into issues with it in the past being expensive. Also all other buttons on the screen are using OnStart/OnEnable fine and they are of the same setup.

I recorded a video of it happening for clarification (it occurs on the Back button)
https://www.youtube.com/watch?v=aQRqpc7kfi0&feature=youtu.be


I'm a little stumped, mainly because before it was just the Back button it was happening to a decent chunk of the buttons on that screen. I suspect I'm skirting on the edge of some sort of execution order.

10
Hi there. I was wondering if there was a way to avoid NGUI from doing a faux bold when doing an inline bold via a string on a single text field?

I've noticed NGUI does properly use the specific bold type face for the font family when using the dropdown in the UILabel settings, so I was surprised it does the faux bold instead of referencing the specific bold typeface in the font family.
In my setup, the bold typeface is a separate font, though part of the same family. So, in a sense it would be like using two fonts on one text field I suppose. Could that be it?

Here's an example:




11
NGUI 3 Documentation / Re: UILabel
« on: June 14, 2014, 12:06:51 PM »
I don't expect it to be easy  ;D

12
NGUI 3 Documentation / Re: UILabel
« on: June 12, 2014, 02:28:47 PM »
Unfortunately converting my font to non-dynamic is out the question in this project. But is there a clever (or ugly) way to work around this?

Basically I just want to replace the [X] in:
[X] OPEN
with a button graphic.

The string changes so unfortunately [X] is never in the same position. Is there a way to brute force this by detecting [X]'s position and moving a UISprite to cover it or something?

13
NGUI 3 Support / Re: Setting focus on input widget in code
« on: June 09, 2014, 11:53:26 PM »
JEFFC42 oh christ THANK YOU.
I was having this exact problem and was going batshit for it. But after trying your solution of adding a 0.1 second delay everything just started working.

I basically took the code from OnEnable in UIButtonKeys and invoke it as another method after .1 seconds.

14
Misc Archive / Re: New Unity GUI and NGUI
« on: June 09, 2014, 06:29:10 PM »
Any plans to continue support for NGUI after Unity UI is released? I'm in the middle of choosing a UI package for a project. After checking out a preview of the new Unity UI I'm honestly happy still sticking with NGUI for another year or so until they sort out the kinks and possibly catch up to NGUIs level of power. Or possibly indefinitely if NGUI plans to keep moving forward.

15
NGUI 3 Support / Re: De-activating UIButton hover/press animations?
« on: March 01, 2014, 04:54:30 PM »
Nevermind, it looks like I can disable the UIButton script and still utilize OnPress() to execute necessary functions.

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