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Messages - Gwl

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1
I had a custom script already as I'm doing the tweening using another lib in this case, so yeah custom. But I think this is really an NGUI bug which appeared at some point so hopefully it gets fixed in proper way.

2
I think I have encountered the same issue, it's probably due to default button state getting alpha=0 in some situations (alpha changed before button init?) Anyway workaround for me was to use button.SetState(UIButtonColor.State.Normal, true) before any tweening (ie. alpha has to be still 1 when calling that).

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NGUI 3 Support / (3.0.8 f6) UIKeyBinding.Update nullref
« on: January 07, 2014, 09:17:14 AM »
There's no check if UICamera.currentTouch is null. If I read UICamera correctly, it's always being nullified in its Update so unless I'm missing something this can't work.

4
Okay here goes. Tested on a clean project with only NGUI being imported. Unity 4.3.1f1 on OS X 10.8.5, NGUI 3.0.8 f2.

1. Open scene 'Example 1 - Anchors'.
2. Make prefab of 'UI Root' by dragging it to project window.
3. You should now see that all the corner anchored stuff are gathered around center instead. Toggling 'Offset anchors' on panel makes the issue appear/disappear. In playmode things work correctly even if the positions appear wrong in editor.

5
Thing is, as I tried to say previously, in my case (and some others as well I guess) the prefab does not reference anything outside it nor I'm attempting to anchor it - it's self contained with root object having UIRoot, UIPanel. Then UICamera as children, widgets as camera's children and so on. Now if I disable 'Offset anchors' from panel, all widgets just disappear somewhere when pressing Apply. This was fine in 3.0.7 f2 and broke in 3.0.7 f3 (where I found that the offset option makes it work again) and is still broken in 3.0.8 f2.

6
NGUI 3 Support / Atlas pixel size broken with UILabel in 3.0.8 f2
« on: December 30, 2013, 08:37:23 AM »
When using UD atlas with pixel size 0.5, UILabel text appears twice as large and is not positioned correctly. This worked fine with 3.0.7 f3.

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Just updated to 3.0.8 f2 and the issue still exists.

8
I encountered this same thing with similar setup (ingame UI prefab) when upgrading from 3.0.7 f2 to f3 and the prefab is not anchored to outside objects. Things behave correctly on runtime but for some reason in editor it gets messed up when pressing Apply, etc (afterwards it still works in runtime if I remember correctly). If I enable 'Offset anchors by position' in panel the glitch does not appear.

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