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Messages - LaeusPF

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NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: February 12, 2014, 04:40:37 PM »
@LaeusPF: You could also technically just hit escape to clear the selection from the widget then you can move around freely. RMB being disabled was in part intentional because panning around the UI is rarely something desired. Game objects, certainly... but UI, not so much.

Thanks for the quick response, though I must respectfully disagree. :)

It seems to me that navigating a Unity scene is a core flow that should always be predictable, whether I want to examine a generic GameObject or pan across some UIWidgets. Specifically with regard to UI, I often need to get much closer to some UI elements so I can align or scale them precisely, but this is now broken in NGUI. Or I might have some 3D UI elements in the scene and I want to examine the scene's contents without losing my current UI selection. Having to unselect and re-select widgets every time I want to navigate the editor using baseline Unity controls is not a good suggestion.

I could definitely see intercepting right-click if NGUI had a separate "layout editor" or something similar, where it's understood by the user that they're in a special mode.

If this must remain in place, perhaps you could make right-click work like it does in modern OSes where it only traps it if you don't start panning around? i.e., if I right-click and release without moving, it pops up the context menu; if I right-click and hold, it preserves Unity's fundamental control paradigm?

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NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: February 11, 2014, 12:29:34 PM »
First off, just wanted to thank you for NGUI. I've been an evangelist for the product for over a year now (my latest shipped game, Echo Prime for iOS and Steam, uses NGUI quite extensively).

Since you asked what makes us rage out, I have to confess that the new right-click intercepting for the context menu drives me absolutely bonkers!! In fact, I moved it to ctrl-right-click in my NGUI source. I always navigate the editor using rclick-hold and WASD, and IMO, a plugin should not take such fundamental editor controls away :). Unfortunately, I'm still seeing a performance drop when I have any NGUI object selected and am trying to navigate, so my patch isn't complete. I would love it if this became an NGUI editor option for those who don't mind the disruption.

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NGUI 3 Documentation / Re: UIRoot
« on: February 11, 2014, 12:20:28 PM »
I'm experiencing a significant problem where I can't work with NGUI widgets unless they're under a UIRoot. In previous versions, I could just have a UILabel in the world somewhere (on the ground, or attached to some object). Now, as soon as I add one to some prefab, it immediately creates a UIRoot hierarchy with a UICamera, then parents my prefab to the UI structure. I'm unable to remove the UIRoot in any way -- if I try to move my prefab back out of the hierarchy, I get a bunch of exceptions in the editor.

I tracked this down to the CreatePanel call, which eventually forces a CreateUI if there isn't one. As a test, I tried disabling this functionality, but then the widget doesn't render at all. Is there some new way of having free-floating UIWidgets in the scene? Or should I have dozens of mini UIRoots all over my scene if I want to have NGUI elements sprinkled around?

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