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Messages - Shemamforash

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1
NGUI 3 Support / Re: Editor Lag
« on: October 19, 2014, 11:15:10 AM »
It worked! I'm so happy :D

2
NGUI 3 Support / Re: Editor Lag
« on: October 15, 2014, 11:24:49 AM »
Do you have any idea what might be causing it? Is there some way of removing all the panels quickly? I appreciate that there are dozens of people all with different problems but I genuinely can't work on my project until this is fixed...

3
NGUI 3 Support / Editor Lag
« on: October 14, 2014, 11:35:03 AM »
So I've been having some serious issues with lag using NGUI recently. Since upgrading from 3.5.6 to any of the newer versions of NGUI, and with any version of Unity above 4.3.1, I have encountered severe lag in the Unity editor. In game performance is not affected at all, but Unity takes anywhere between 20 seconds and a minute to load up, with a similar lag between clicking on things in inspector and them actually being highlighted. I have tried numerous fixes that ArenMook and other forum members have suggested, but none have been successful. I now believe it is something to do with the way my UI hierarchy and/or UI objects are set up. Is there anything that anyone can think of that would cause a lagging behaviour only in the editor? I know I can always work in the older versions of NGUI and Unity, but I would like to have the option to update my software.

EDIT: I've just noticed my UIRoot has 2000 panels on it. I didn't put them there so where did they come from?

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NGUI 3 Support / Re: Update to most recent version slows Unity
« on: August 22, 2014, 07:59:32 AM »
Thanks! Sorry I couldn't help with the specifics, but I don't want to break my project again :S

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NGUI 3 Support / Re: Update to most recent version slows Unity
« on: August 21, 2014, 09:15:09 AM »
Hi Aren

1. This one is easy since I immediately worked out to change the GetComponentInParent() for the earlier Unity version. The issue is that in the later Unity version (4.5.3) GetComponentInParent also appears to be causing Unity to lag.

2. That was a typo- I meant to write GetComponentInParent().

3. There are no errors in the console for me. The entire editor slows down when it is used- selecting items in the hierarchy, resizing windows, selecting assets- all take a long time to perform. The issue started when I tried to use 3.7 with Unity 4.3 with GetComponentInParent replaced. I tried multiple combinations of different versions of NGUI and Unity afterwards, but the only thing that solved the problem was a complete reinstall of Unity 4.3 with the earlier NGUI version. I am hesitant to attempt to get it working again since it took over a day to sort the problem out.

4. Haven't tried it for above reasons.

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NGUI 3 Support / Re: Update to most recent version slows Unity
« on: August 20, 2014, 04:13:27 AM »
Hi Aren. I am 100% sure that the issue is from NGUI. Believe me I have checked and double checked all the other 3rd party software I am using, and checked the usage of all the other programs I am running. Unity started to lag horribly the moment the NGUI update finished installing, it also doubles my RAM usage (used to be around 2GB, now its slightly above 4GB).

Thanks for the tip Chaosgod, I'm gonna go try fix it now.

EDIT: Nope, changing the GetComponentInChildren did not help me. Also to add to that. If I make a load an empty scene with no NGUI assets in it, Unity runs at it's usual speed. FYI I am using Unity 4.5.3.

EDIT 2: I fixed the issue by reverting to the 4.3.1 version of Unity and NGUI version 3.5.6.

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NGUI 3 Support / Update to most recent version slows Unity
« on: August 19, 2014, 09:13:18 AM »
So I updated to 3.7.0 today from 3.6.2. Initially I had a load of 'GameObject does not contain a definition for 'GetComponentInParent' so I edited those references in the NGUI code to be someObject.transform.parent.GetComponent<blahdeblah>. The code would then compile but Unity became very slow. I thought it may have been an issue with the NGUI version so I reverted to 3.6.2 in the hope that it would fix the issue but Unity remained very sluggish (5-10 minutes to start up). I tried updating Unity to the newest version, and tried both NGUI versions with it, and finally did a fresh installation of Unity, but the issue hasn't gone away. I assume the issue is an NGUI issue since the sluggishness started immediately after I updated. Has anyone else experienced this, and can anyone offer any ideas for how to resolve it? Thanks!

8
NGUI 3 Support / UILabel Scrolling
« on: May 07, 2014, 06:08:45 AM »
Hi, Quick question. I want to be able to scroll a dynamically sized label. The label is populated over the course of the game and I need to be able to scroll it to see other messages. I have tried a number of approaches to this but simply cannot find a solution. This seems like something that should be fairly simple, can anyone shed any light on it? Thanks.

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NGUI 3 Support / Render Sprite Behind Gameobject
« on: April 23, 2014, 09:01:22 AM »
Hi!

Seems a shame to break my record of not asking for help, but I need help. I'm trying to render some UISprites BEHIND gameobjects in the scene. Currently I have some simple sprite prefabs that are instantiated at runtime and given an empty parent (just for ease). I am under the impression that this is something to do with using panels and depth, but there wasn't a great deal that I could find searching the forums and google in general. I've included a screenshot to indicate what I am trying to do.

Thanks

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Sweeet, thanks!

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Yep, managed to spot that one. Didn't really know what it meant, thanks :) Any advice on getting a sprite in the drop down menu?

12
I have managed to fix the issue with the OnValueChange. However I am still getting the localisation warnings, any ideas?

13
I'm currently trying to make a simple main menu screen for my game (in a separate scene). I've created 3 PopupLists, the idea being that when you choose a value from one of the lists, you cannot choose it in the other lists.

I am having issues with the fact that my PopupLists do not use the method I have linked (my jargon is terrible) in the OnValueChange section. I have tried to debug the current PopupList from Update() but I get nothing. I am able to change the value of the PopupList but my scripts are not activated. I am also receiving some weird 'Localisation key not found' warnings because I am adding contents to the PopupLists during runtime. I've attached an annotated picture to show what my scene looks like.

While I'm here I'd also like to ask if its possible to have a PopupList that also shows sprites in the drop-down?

14
NGUI 3 Support / Re: UILabel text does not scroll
« on: February 06, 2014, 04:30:52 AM »
Hi, the picture I attached was how the button looks at run time. I have attached how the prefab looks. The spring position gets added when the object is instantiated. Clearly the collider is also getting resized as the prefab's box collider is correct. I've also now set the collider to trigger. I built the button using ALT+SHIFT+S, as I didn't know of the ALT+SHIFT+C shortcut.

EDIT: Changing the box collider's trigger seems to have done it. I'm not experiencing any hanging text any more. However my new problem is that when the prefab is added to the scroll view, only some of the prefabs text shows up (meaning only a few labels show text, others don't) unless I close and reopen the window.

EDIT 2: All fixed.

15
NGUI 3 Support / Re: UILabel text does not scroll
« on: February 05, 2014, 06:13:09 PM »
Sure, I've added the picture for you. The weirdest thing about the bug is that it doesn't appear to happen every time, rather it intermittently does it. I had the same issue on a label that would follow the mouse, but I managed to fix that by setting all the anchors on all the components to 'none'.

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