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Messages - noob22

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1
NGUI 3 Support / UICamera's ProcessTouch will called at the beginning?
« on: October 09, 2016, 02:45:50 AM »
My button listens OnClick event.
It dont work at the beginning of appear or the first time.
Then it work well.
I tailed the code of NGUI.
UICamera's ProcessTouch function will be called at the beginning and "currentTouch.clickNotification = ClickNotification.None;" (upwards Notify OnLongPress) execute after ProcessPress function's "currentTouch.clickNotification = ClickNotification.BasedOnDelta;".
Because currentTouch.clickNotification == ClickNotification.None , so Notify OnClick dont execute.
Any suggestions?

PS:Android platform.

2
I can't say I've ever heard of this one... Can you first update to NGUI's latest 3.10.0, and if it still happens, submit a repro case for me to look at? support [at] tasharen.com

Thx for reply.
I have resolved this problem and there is nothing about NGUI.
Unity5.4 change graphics API for Windows to only Direct3D9 for default.
When I select auto graphics API, the problem is resolved. 

3
Hi!
As it said in title, we build for standalone exe and have a requirement which can change window size by button.
So we use api Screen.SetResolution , it work fine in untiy 5.3.5 or before.
Recently we update to unity 5.4.0 , everything work fine but this api.
It seems  UI dont refresh in time , our game window become black, like no cameras rendering.
We try reactive UI root then it appear again.
Any suggestions?

4
NGUI 3 Support / Re: How to make Simple-Texture as a sprite?
« on: March 04, 2013, 08:59:15 PM »
It's because texture size is not power of 2 (like 64, 128, 256, ...)
You should include it in atlas if possible.
Thanks for your reply.
Certainly we need use UITexture, when we change UI from external picture resourse.
I have got it.
http://www.tasharen.com/forum/index.php?topic=2483.15

5
NGUI 3 Support / How to make Simple-Texture as a sprite?
« on: March 04, 2013, 08:00:46 PM »
There are some pictures below which are my settings and contrast.
And there are some different display between a simple texture and a sprite.
I have no idea.Any suggestions?






6
NGUI 3 Support / Can we make a font by .tff file at runtime?
« on: February 25, 2013, 09:09:51 PM »
We have a webgame which need a font as little size as possible.So we want to use system .ttf font in NGUI.
Could we succeed?

7
NGUI 3 Support / Re: Interesting year...
« on: October 28, 2012, 09:17:24 PM »
Good luck!
Look forward to Unity GUI! :)

8
NGUI 3 Support / Re: Chinese is it possible after all?
« on: October 28, 2012, 08:35:32 PM »
I am looking for a solution to display chinese. I went through all the tuts, videos and forum posts that i could find on the topic
and i managed to display some of the chinese characters on the screen. My point is that it's possible but i am having trouble
with the chinese itself and i was wondering have somebody come up with the working solution?

Problem that i am having is to find simplified chinese font with less chars then traditional
i know how to pack a font with four channels and i was wondering is it possible to have more than 2048x2048 on mobile.

currently tga that i get is 16Mb large so that is not working! :)

thanks for help and info if somebody wants to share!

I have maked one which size is 1024*1024 and 4000+ chars.

9
NGUI 3 Support / Re: Long Popup List
« on: October 28, 2012, 08:29:33 PM »
I'd appreciate some helpers for this, too. I would have to disagree that it's a UI Design issue. For example not everyone uses the Unity launcher and a scrollable list would be immensely helpful for configuring a few things in-game, specifically the resolution. Try populating a list with Screen.resolutions and build & run it, you'll see it's no fun.

Personally I hope for a implementation of this feature in a future NGUI Version. Are there any plans for this? Or has anyone managed to imitate a functionality like this and is willing to share his code or give some pointers as to how it was accomplished?

Thanks

I agree with you!

10
NGUI 3 Support / Re: Input widget problem!
« on: October 28, 2012, 07:46:03 PM »
CTRL+C and CTRL+V is not exposed by Unity, so I can't do anything about it (until I expose it in Unity myself).

Cursor can't be moved, and won't be. I'll do it properly in the Unity's UI.

Not sure what you mean about different length on different languages.

11
NGUI 3 Support / Re: How to control popuplist's length?
« on: October 25, 2012, 11:37:29 PM »
I think I saw somewhere that you can't adjust the popup list size (so that it scrolls).
How to scroll it?

12
NGUI 3 Support / How to control popuplist's length?
« on: October 25, 2012, 10:26:57 PM »
I make a populist which pull down list's size is larger than screen's size. Then I can't selected the item which out of screen's size.Any suggestion?

13
NGUI 3 Support / Input widget problem!
« on: October 25, 2012, 02:05:41 AM »
Input widget can't ctrl+c , ctrl+v or select multi-chars by mouse;
It can't move input cursor by dirction key or mouse;
It's 'Max Chars' property can't distinguish English and Other Languages that when input max chars, it will show different length on different languages;
Any suggestion?

14
NGUI 3 Support / Re: I put a popup List above a input widget.
« on: October 24, 2012, 10:00:12 PM »
I have solved it.

15
NGUI 3 Support / Re: I put a popup List above a input widget.
« on: October 24, 2012, 09:30:31 PM »
Or other how to make a sprite cover a label?
If I change the sprite's position z to -1.The popup's background will cover it's label.
Why I change a sprite will affect at another popup?

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