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Messages - kanda

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NGUI 3 Support / Re: UIInput not working on some Mac OSX computers
« on: November 06, 2015, 08:50:41 AM »
sorry, just found that post:

http://forum.unity3d.com/threads/ngui-text-input-in-unity-editor-no-longer-works-on-a-mac-since-5-2-x.356236/#post-2325036

Probably the same issue....Terrible unity updates ! Installed 5.2.2 this morning, got another issue, of course not related to NGUI : no more light and shadows from points lights !!! There is already a patch...of 1.7 go to fix it....! Crazy ^^

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NGUI 3 Support / UIInput not working on some Mac OSX computers
« on: November 06, 2015, 08:22:58 AM »
Hello,

For my game Dungeon Kingdom, i am using NGUI. However some users reporterd to me they can't enter any name for the game saves or characters edition. I made some tests, and indeed, it is not working, including on my own iMac. After some investigations, i noticed that on the machines that the problem happens, the event onChange of UIInput (including in unity editor)  is never triggered when hitting keys. Note that the game has no problem in detecting the keys, as we move the camera using any keys without anyproblem. Only the Input field has some troubles.

I did test the NGUI sample (scene 1) of latest NGUI version, and got the same issue...can't enter any text in the input field !!! Note one of my tester had no problem, while most encountered it, and both on mac laptop and desktop.

Any idea ?
Regards
kanda

3
It's some new bug in Unity likely possibly related to the monitor you're using. I am not able to reproduce it on my end with my Asus VG248QE monitors for example, and I tried on both Unity 4 and 5.

Well, i could notice the problem on several monitors/computers, not my main one, sadly.
I wrote 3 fixes:
-first solution, i apply a factor on X touch position when creating the raycast to detect colliders in NGUI source. The factor is  monitor native ratio / choosen resolution ratio. It works perfectly. However, i don't like that way so much, so won't use it in the game.

-Second way to fix the problem, at launch, once the user choose a screen resolution, if it's a different one from the native monitor ratio, i select and force another resolution, one with a same ratio as the monitor and with the closer pixels count to the one the user initially requested.

-And at last, i found out that simply doing that : Screen.SetResolution( Screen.Width, Screen.Height); fixes the problem: unity initialize the screen again, but this time with right screen ratio, adding black bands on left and right part of screen if needed. The click problem is then gone. Very strange, but works fine !

I hope it will be usefull if anyone get the problem too.

(note that i am using unity 5.1.0 and NGUI 3.6.6)

regards

4
I have made another test: i have just built an executable version of the Tutorial 4 sample scene in NGUI sdk: the same bug occurs.... When trying to move the slider or hit the "Click Me" button, i have to click out of the button, on their left relative position to hit them, when playing in a screen resolution with a different ration than the monitor's native ratio. Any way to fix that ?

kanda

5
Hello,

I have a strange problem in my game that use NGUI for all GUI stuffs. Everything is working fine in most case, but i found an issue when playing selecting in unity player a screen resolution with a different ratio than the screen. For example, choosing to play in 1024x768 (4/3 ratio) on a 16/9 screen. What happen is strange : the gui is displayed perfectly, but the colliders are like all shift on horizontal axis. You have to click on left of the icon area. It only happen with the executable. If you choose any screen resolution in the editor it will always works fine of course. But when playing the executable, in the case explained above, it always going wrong.... Of course if you choose any resolution with same native monitor ratio, it works perfectly.

Any idea why it happens ?? At least, is there any way to shift the position of mouse click so i can adjust it according the screen ratio difference from the native one ?

UIRoot has scaling type to  Pixel Perfect,  minimum height 0, max 320. Camera is ortho, viewport rect x0 / y0 / w1 / h1.  UICamera Event Type is set to 3D World. Unity5.

Thanks in advance.

kanda



6

Hello every one !
The crowd-funding campaign for Dungeon Kingdom is now LIVE !

Visit the project page on Indiegogo:

Hello every one !
Wanted to let you know what i launched a crowd-funding campaign for Dungeon Kingdom and it is now LIVE !

http://www.indiegogo.com/projects/dungeon-kingdom-sign-of-the-moon/x/8516640

And please, spread the word and share it to your friends !
Thanks so much in advance !!!!

Regards

7
Misc Archive / my game using NGUI : Dungeons Kingdom
« on: August 27, 2014, 08:54:57 AM »
Hello Everyone,

Due to a conflict on game name , Dungeon Kings is renamed to Dungeons Kingdom. So don't be surprised by the change, it's still the same game :-)

New website url: http://www.Dungeons-Kingdom.com/

Regards  ;)

8
Misc Archive / Re: my game using NGUI : Dungeons Kingdom
« on: August 16, 2014, 04:58:21 AM »
Nice, looks good!

Thanks !
I have been using NGUI also for several applications, one of the most recent with a lot of UI:
https://play.google.com/store/apps/details?id=com.highfive.bataillenormandie

Best regards

9
Hello everyone,

I wanted to introduce you the video game i am developing (and thats uses NGUI)

You can have a look to it on Steam Greenlight
http://steamcommunity.com/sharedfiles/filedetails/?id=296809307

or it's official website:
http://dungeonkings-game.com

Basically it's a RPG, Dungeon Crawler style of game...And of course using NGUI everywhere for UI (wich i like so much).
The game is working on desktop and mobiles, and then it run virtually any screen size.

regards
kanda


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