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Messages - vidjogamer

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1
NGUI 3 Support / Programatically set NGUI events.
« on: May 27, 2014, 04:45:48 PM »
Hello, I want to instantiate a some of your built in prefabs like the simple control button, then set its on click to a function of my choice. How does one do this via code?

2
NGUI 3 Support / UITable positioning.
« on: May 26, 2014, 11:29:21 AM »
Is is possible to have the table ignore certain widgets when calculating the bounds for an item? I am adding a square widget to a table with children widgets that stick out of the bounds of the square. I want the table to ignore the children that are sticking out when positioning these objects.

3
NGUI 3 Support / Selecting widget in scene view.
« on: May 23, 2014, 10:36:17 AM »
Hello, I have a really populated scene and I've been having trouble selecting the appropriate widgets I'm trying to edit. Are there any tips/tricks for better navigating through widgets in your scene?

4
NGUI 3 Support / Creating GUI from code
« on: May 21, 2014, 11:49:33 AM »
Hello, are there any tutorials or examples of creating and laying out guis from code?

5
NGUI 3 Support / UIlabel bug.
« on: May 20, 2014, 01:22:38 PM »
Hello, I have a label that I load text to dynamically. It is set to resize freely. It is anchored on the top, bottom and left. When text is loaded, it is meant to resize the label to the right based on length of the text. I even set Max Lines to 1. The problem is that in certain rare circumstances, the last letter ends up going to a new line when all I want is the label to stay on one line and resize to the right. I'm assuming this is a bug.

6
NGUI 3 Support / Re: Atlases bigger than 4096
« on: May 11, 2014, 06:05:00 AM »
Yes, I understand this. I'll try to better explain what I am trying to do. I am loading in a text file, based on the string I load in, I select which sprite to display from the atlas. Up until now, I could always assume everything was in the same atlas. Now that my sprites dont all fit on one atlas, I need to adjust this functionality to find the correct atlas that the sprite is in before I set the sprite. I am asking if NGUI has a way to do this, or how you would suggest I go about writing it if NGUI does not. :)

7
NGUI 3 Support / Atlases bigger than 4096
« on: May 10, 2014, 07:49:14 AM »
Hello, I am dynamically setting which sprite to use based on the data I am loading into my game. I have gotten to the point where all my sprites for this atlas, dont all fit within the max size (4096). So Im wondering if there is built in way to deal with this? Can NGUI figure out which atlas a sprite is in? Or do I have to program this myself? Suggestions?

8
NGUI 3 Support / Font/Atlas Maker broken?
« on: April 29, 2014, 05:26:49 PM »
Hello, I succesfully made an atlas full of images, now when I use the font maker to add a font to the atlas, it corrupts my atlas texture.
I've been making a bunch of atlases, its been working fine until now. Hopefully you can fix it.

  1. MissingReferenceException: The object of type 'Texture2D' has been destroyed but you are still trying to access it.
  2. Your script should either check if it is null or you should not destroy the object.
  3. UnityEngine.Texture.get_width () (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/TextureBindings.cs:47)
  4. UIAtlasMaker.PackTextures (UnityEngine.Texture2D tex, System.Collections.Generic.List`1 sprites) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:147)
  5. UIAtlasMaker.UpdateTexture (.UIAtlas atlas, System.Collections.Generic.List`1 sprites) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:561)
  6. UIAtlasMaker.UpdateAtlas (.UIAtlas atlas, System.Collections.Generic.List`1 sprites) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:676)
  7. UIAtlasMaker.AddOrUpdate (.UIAtlas atlas, UnityEngine.Texture2D tex) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:618)
  8. UIFontMaker.OnGUI () (at Assets/NGUI/Scripts/Editor/UIFontMaker.cs:472)
  9. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
  10.  

9
NGUI 3 Support / Fan UIGrid Elements
« on: April 18, 2014, 05:47:39 PM »
Hello, is it possible to fan UIGrid children? If I have a single row of objects, can I rotate each object slightly more than the previous object?

10
NGUI 3 Support / Re: Anchor Bug?
« on: April 18, 2014, 11:00:34 AM »
So it seems to work properly if the anchor object has a component derived from UIWidget. This will work. Are empty game objects not supposed to work?

11
NGUI 3 Support / Anchor Bug?
« on: April 18, 2014, 10:29:42 AM »
Hello, I am trying to use an advanced anchor to position 3 sides of a widget to the sides of a screen, the 4th side is supposed to be variable based on a game object. I figured this was the perfect time to use anchors. But the anchors are not behaving as I would expect.

Ive attached some images that hopefully demonstrate what is happening. the right side of my widget is anchored to a sphere in the scene. I expect the widget to resize to the spheres position when I move my sphere around. Instead when I drag the sphere around, the right side of my widget just kinda bounces around pseudo randomly.

12
NGUI 3 Support / Re: Nested Panels
« on: April 13, 2014, 05:47:52 PM »
So I'd still like a little explanation about how panels work under the hood. But that said, I was able to achieve what I wanted by dynamically setting the cards depth value on drag.

13
NGUI 3 Support / Re: Animated Labels
« on: April 13, 2014, 09:40:36 AM »
Thank you Aren. Does OnFill get called every frame?

14
NGUI 3 Support / Nested Panels
« on: April 13, 2014, 09:40:11 AM »
Does NGUI support nested panels? How do they work? Does a child panel act as a widget to the parent panel?

I'm having some depth sorting issues and I cant quit figure it out. I'm making a card game. I'm just testing out NGUI at the moment. I have a UIPanel for each card since each card is made up of multiple sprites, labels, textures. Now I want to be able to drag cards from one area to another. I'm using DragDropItem and DragDropContainers and DragDropRoot. For some reason I cant get the picked up object to appear on top. Even though the DropDropRoot has the lowest depth. Why would this be?

15
NGUI 3 Support / Animated Labels
« on: April 13, 2014, 06:25:24 AM »
Is it possible to animated individual letters in a label?

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