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Messages - J. Park

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1
I have often used it. It was very handy. I can't find it in v3.0.8f3.
How can I do that in editor mode?

2
NGUI 3 Support / Re: UITable upward positioning is weired
« on: September 02, 2013, 08:00:00 PM »
First screenshot is downward with left bottom pivot.
Second screenshot is upward with left bottom pivot.

Changing pivot doesn't seem to change position...

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NGUI 3 Support / UITable upward positioning is weired
« on: September 02, 2013, 04:48:47 AM »
I added 3 objects in UITable. 3 objects have different sizes but have pivot point in center of objects

First screenshot shows positions in down direction UITable. It looks correct.

Second screenshot shows positions in up direction. It looks weired..

Is it right? I use v2.6.3.

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NGUI 3 Support / Re: Interesting year...
« on: October 26, 2012, 04:18:36 PM »
Congratulations!
I look forward to new enhanced Unity UI system.

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NGUI 3 Support / Re: Alpha value animation of UISprite
« on: September 17, 2012, 02:27:50 PM »
Thanks~

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NGUI 3 Support / Alpha value animation of UISprite
« on: September 17, 2012, 11:36:35 AM »
I use NGUI 2.2.0

I wanna use animation to change alpha of UISprite to make it blink smoothly. (one blink for about 4 seconds)
I set up animation component, and attached it to UISprite object.
When I play, I can see animation in UISprite inspector.
But I can't see animation in actual scene view or game view.
In game view, initial visibility doesn't change.
UIPanel's static property is not checked.

Did I miss something?


7
NGUI 3 Support / UITexture disappears very often !
« on: September 16, 2012, 12:18:38 PM »
I use Unity 3.5.5 and NGUI 2.1.6

I set up UITexture in sperate panel for background.
When hit "Play" in editor, UITexture disappears very often (not always), and UITexture component's texture property is reset to 'none'
I don't know exact condition for that.

Any issue regarding this?

8
NGUI 3 Support / Re: NGUI Performance questions
« on: August 12, 2012, 10:23:39 AM »
Try a simple test with EZGUI. Create a 3D UI window with a bunch of widgets in it, then turn it by 30 degrees. What happens? The draw order gets all screwed up.

This is why I am doing my own batching. With NGUI, the draw order is controlled by the user. With EZGUI it isn't.

In 3D UI, I can see draw order problem with dynamic batching as you mentioned.
But, I think much more people use 2D UI than 3D UI. Should 2D UI performance be sacrificed because of 3D UI?
How about giving option to use dynamic batching?

If I use EZGUI with SpriteManager2 combination(I wanna say I'm not a fan of EZGUI), I can use static batching property called sprite manager with draw order setting. In other words, it's kind of an option. We can choose dynamic or static batching.

"2D Tookit" works with dynamic batching in default, and also has a static batcher component. We can choose dynamic or static batching.

NGUI is forced to be used only with static batching technique...

9
NGUI 3 Support / Re: NGUI Performance questions
« on: August 12, 2012, 05:19:03 AM »
You can increase performance further by marking certain panels as static, indicating that widgets inside will not change their size/color/position changes. This will cut down on some checks, improving performance.

If you're clever, you can actually enable the "static" by default, but turn it off when you believe your panel will need to be changing. For example -- when you click on a button. You can then turn it on again in the next frame.

Checking "static" may not be applicable in most case. At least, we have to turn off "static" property to use button roll over effect.
Turning on/off "static" dynamically make codes more complex.

Why don't you just relying on dynamic batching?
By doing that, you can also make 1 drawcall without performance drop.
UIpanel's geometry building architecture has nothing better than dynamic batching.

I really like component based structure and functionality of NGUI.
I actually moved to NGUI from EZGUI.
But after some test, I can't understand why you chose this architecture...

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NGUI 3 Support / Re: NGUI Performance questions
« on: August 11, 2012, 08:37:45 AM »
I have similar experience..
NGUI become slow with any kind of "motion" because panel has to build geometry of all UI elements in every frame.

I think that's not that good architecture..
Making 1 draw call is needed for performance.. but, in my test, geometry building architecture actually drops performance in many case.
Even in idle state, panels and widgets have to check their state changes in every frame that cause overhead main thread.

11
NGUI 3 Support / Re: A collider outside UICamera blocks input
« on: July 06, 2012, 12:02:21 AM »
It was because that size of collider was multiplied by localScale of UISprite.
The collider got huge size..
I forgot size of widget is localScale... I fixed it.

Thanks

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NGUI 3 Support / A collider outside UICamera blocks input
« on: July 05, 2012, 02:35:22 PM »
Here attached a screenshot.

A red object is a button. A blue object is a UISprite with a collider outside UICamera.
In that situation, the red button doesn't receive any input (click, rollover...).


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NGUI 3 Support / Re: PPtr cast failed when dereferencing!
« on: July 05, 2012, 02:10:52 AM »
It may be result from my other plugin.

Thanks.

14
NGUI 3 Support / PPtr cast failed when dereferencing!
« on: July 05, 2012, 02:02:48 AM »
When I move NGUI window(e.g. Atlas Maker), error message shows.

PPtr cast failed when dereferencing! Casting from Shader to MonoBehaviour!
UnityEditor.DockArea:OnGUI()

What does it mean?

15
I know that NGUI is good enough in a static scene without tween or animation.

But I'm not sure if UIPanel's geometry builiding to bind widgets to make 1 drawcall is more efficient than default dynamic batching in case that GUI have a lot of tweens or animations at a same time.

When I have a chance later, I'd like to test performance more precisely, then I'll give a post

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