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NGUI 3 Support / Re: NGUI 3.0.9f7 multiplatform app
« on: February 04, 2014, 11:43:14 AM »
Ok, I'm essentially following the same mistakes and having a LOT of trouble understanding how things can be "anchored" and then tweening the panels that group them, etc... Finally found this thread because I've been pulling my hair!
I have yet to understand all the steps you followed to solve it, Tripwire, but am reassured by your last post!
ArenMook, I agree with Tripwire that a tutorial addressing a standard use case for multi-platform/mult-resolution/multi-aspect ratio on mobile platforms would be ideal and super helpful to newbs like myself.
Something that demonstrates sprites that "snap" to the edges of the device with some level of offset (what the anchors achieve) yet are sized proportionally for different resolutions (what UI Root settings achieve) and can be grouped to animate as a unit to bring them on and off-screen based on actions (presumably a tween on a panel or widget that is a parent which was triggered by a button) would greatly enhance the understanding of how these items should be organized and configured.
I realize that once you get the "aha" moment it's probably all trivial, but if people are making the mistake first it means it's not intuitive enough. From a framework perspective, ArenMook, I am not sure what can be done to simplify the process and make it intuitive out of the box. It might not be possible if it clashes with the general philosophy behind some choices, otherwise perhaps something to consider for a future version?
I have yet to understand all the steps you followed to solve it, Tripwire, but am reassured by your last post!

ArenMook, I agree with Tripwire that a tutorial addressing a standard use case for multi-platform/mult-resolution/multi-aspect ratio on mobile platforms would be ideal and super helpful to newbs like myself.
Something that demonstrates sprites that "snap" to the edges of the device with some level of offset (what the anchors achieve) yet are sized proportionally for different resolutions (what UI Root settings achieve) and can be grouped to animate as a unit to bring them on and off-screen based on actions (presumably a tween on a panel or widget that is a parent which was triggered by a button) would greatly enhance the understanding of how these items should be organized and configured.
I realize that once you get the "aha" moment it's probably all trivial, but if people are making the mistake first it means it's not intuitive enough. From a framework perspective, ArenMook, I am not sure what can be done to simplify the process and make it intuitive out of the box. It might not be possible if it clashes with the general philosophy behind some choices, otherwise perhaps something to consider for a future version?
