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Messages - meganuke

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1
NGUI 3 Support / Re: UICamera Input problem (affecting key navigation)
« on: March 27, 2017, 08:44:40 AM »
Im sorry, do you believe your answer is satisfactory?

im reporting something that does not work as expected.

and you only provide a workaround and say "as expected".

No, thats not as expected.

Even if i use your workaround, the keyboard input is being read like analog input, which means that in order for the focus to move to the next keynavigation the user has to keep the key pressed for like 2 seconds.

does this sounds "as expected" to you? is it ok for a commercial game to ask the user to press the keys for 2 seconds to navigate a menu?


as i told you before, i already have my menues working using
UICamera.controllerNavigationObject = Buttons[selectedbutton];


Im reporting this because i want to see Ngui improved, better each day, and really working "as expected"

2
NGUI 3 Support / Re: UICamera Input problem (affecting key navigation)
« on: March 20, 2017, 02:31:00 AM »
scratch that last post.
what was happening (in that last test) was that the input was being handled as a joystick.

if i disable all inputs but keyboard,  key navigation doesnt work at all.


using debug.log i can see the input values. going to 1 and -1


latest unity version, latest ngui.

3
NGUI 3 Support / Re: UICamera Input problem (affecting key navigation)
« on: March 20, 2017, 02:17:48 AM »
i see what is happening.

there is threshold, in order for NGUI to detect the input as "keyboard" i need to keep the key pressed a little longer, then it works, but if i just do a quick hit, its detected like "mouse".

can this be configured?

4
NGUI 3 Support / Re: UICamera Input problem (affecting key navigation)
« on: March 10, 2017, 11:42:28 PM »
ok, sorry for not being clear.

i read your comment and went straight to test the input controller screen and... it didnt work!!!

i recorded a video to see if i can explain better:

https://youtu.be/RY1enBZ9shY

5
NGUI 3 Support / Re: UICamera Input problem (affecting key navigation)
« on: March 06, 2017, 09:43:29 PM »
...
so i disabled input by mouse and touch...
and still doesnt work.
...

please read the whole post

6
NGUI 3 Support / UICamera Input problem (affecting key navigation)
« on: March 02, 2017, 09:31:53 PM »
Well after days looking,
searching on google and this forum

reading people with the same problem, and no one ever saying "its fixed".
even downloading the latest version
i decided to try to fix this issue myself.

its very simple, i add "key navigation" to some buttons, but it doesnt work correctly in the Android microconsole. nor with keyboard strokes.
so i tried a windows version, and it doesnt work either.

so i created a new scene, a new project, created 2 buttons, added 2 key navigations.... and it doesnt works either!!!. :(
so i disabled input by mouse and touch...
and still doesnt work.

then i noticed the small "debug" checkbox, and checked it.

run the program
the debug info reads: "Scheme: Touch"

press "up key"
and the debug info reads: "Scheme: Mouse"

and i can see in the UICamera script line: 1942 method: ProcessEvents (), that events are processed only for the specific input
so.... it seems to me like this a NGUI problem...


right now im working around the issue with 

UICamera.controllerNavigationObject = Buttons[selectedbutton];


but it would be nice if you fix this.

7
NGUI 3 Support / Re: weird stuff with ngui 3.8.2
« on: June 01, 2015, 09:46:01 PM »
ok, i have no idea what that means, because i never took a look at the unity UI, but i can find out.

what about the copy/paste thing?
any idea?

8
NGUI 3 Support / weird stuff with ngui 3.8.2
« on: May 30, 2015, 05:41:26 PM »
hi!!
i had a project started with unity 4. and i upgraded to 5.

also, i started with an older version of NGUI 3.2 may be, and recently upgraded to 3.8


since the migration to unity 5, i lost the "handlers" on screen to rezise the objects, the only way  i have is in the properties windows.

also if i copy / paste an object, the restult is something weird. the properties windows says that the stuff is there, but the truth is, that the object is completely empty.

i recorded a video to show:

https://youtu.be/H7Cr8PERQ8k

https://www.youtube.com/watch?v=H7Cr8PERQ8k&feature=youtu.be

sorry for my english.

9
that did it!!.

that happens to me to try a quick and dirty version...

thanks!

10
TNet 3 Support / TNManager.CreateChannel / JoinChannel does not load level
« on: November 10, 2014, 11:52:34 PM »
hi!

i was using an older version, cant remember... 1.85 i think...
and i was using a dedicated server.

i recently changed to 2.0 and im leting the users to create their own servers, and register with my lobby server, to save bandwidth.


but now, when the channel is created, the new scene wont load.
not even with the join channel instruction (it connects correctly)


im using this code for testing:

  1.                 IPEndPoint ip = Tools.ResolveEndPoint(lobbyAddress, lobbyPort);
  2.                 TNManager.StartUDP(UnityEngine.Random.Range(10000, 50000));
  3.                
  4.                 int _Port = UnityEngine.Random.Range(10000, 40000);
  5.  
  6.                 TNServerInstance.Start (_Port, _Port,"",TNServerInstance.Type.Udp, ip);
  7.  
  8.                 TNManager.Connect("127.0.0.1",udpPort);
  9.                 TNManager.CreateChannel("newScene",false,8,null);
  10.                 Debug.Log("Starting Server.........");
  11.  
  12.  

and this in the client

  1.                
  2.                 ServerList.Entry ent = instance.mServerList[i];
  3.                 TNManager.Connect(ent.externalAddress, ent.internalAddress);
  4.                 NGUIDebug.Log("Connecting to " + ent.externalAddress + "_" + ent.internalAddress);
  5.                 TNManager.JoinChannel(0,"newScene");
  6.  




i found this code in the TNManager.cs file

  1.         static public void CreateChannel (string levelName, bool persistent, int playerLimit, string password)
  2.         {
  3.                 if (mInstance != null)
  4.                 {
  5.                         mInstance.mJoiningChannel = true;
  6.                         mInstance.mClient.JoinChannel(-1, levelName, persistent, playerLimit, password);
  7.                 }
  8.                 else Application.LoadLevel(levelName);
  9.         }
  10.  

how does that works?
it will only loads the scene if the TNManager object is null?
in what case would this object be null?


can i get some help please?

11
TNet 3 Support / Re: duplicated players
« on: July 04, 2014, 08:32:08 PM »
i reproduced the problem i was trying to copy the player list

like this:

  1.         void Start () {
  2.                 TNPlayers = TNManager.players;
  3.         }
  4.  

 then on the join events i did this:

  1.         void OnNetworkPlayerJoin (Player p)
  2.         {
  3.                 Debug.Log("player " + p.id + " has joined. " );
  4.                 TNPlayers.Add(p);
  5.                 mPlayerCount++;
  6.  
  7.         }
  8.  

well, it seems that the first call, doesnt "extract" the player list, but creates a reference to the list itself, so i was actually adding the players twice.

not sure if thats the real case, but removing the "TNPlayers = TNManager.players" line solved the problem.

12
TNet 3 Support / Re: duplicated players
« on: July 04, 2014, 12:22:28 PM »
also
forgot to mention this message shows only once:

Quote
   void OnNetworkPlayerJoin (Player p)
   {
      Debug.Log("a player has joined..." );
      message+="a player has joined.....\n";
   }

13
TNet 3 Support / duplicated players
« on: July 04, 2014, 11:15:50 AM »
hi!!!

i have this extrange behaviour.

i created a simple lobby, and when a player joins, he is added twice to TNManager.players

this is the code for creating and joining the channel:
  1.                 if (Input.GetKeyDown(KeyCode.Alpha5)) {
  2.                         TNManager.JoinChannel(0,"lobby1");
  3.                 }
  4.  
  5.  

and this is how i finally noticed that they were duplicating:
  1.         void OnGUI ()
  2.         {
  3.                 string players = null;
  4.                 players = TNManager.players.size + " players\n";
  5.                 //TNManager.
  6.                 for (int i =0; i<TNManager.players.size;i++){
  7.                         players += TNManager.players[i].id + "-" + TNManager.players[i].name + "\n";
  8.                 }
  9.                
  10.                 GUILayout.Label(players);
  11.         }
  12.  

when 1 player joins it says
Quote
2 players
2 Guest
2 Guest

when another player joins it says:
Quote
4 players
2 Guest
2 Guest
3 Guest
3 Guest

the last player that joins will see the information correctly, i mean: every user only once.
but if a new player joiins after him he will see him duplicated!!


what could be causing this?

14
well... i made it "work"...

your script gave a idea...
the "thread" part to be more specific.

i said to myself "may be, the library hasnt had time to resolve the ip"

so i changed to code to this:

  1.                                 Debug.Log(Tools.localAddress);
  2.                                 TNServerInstance.serverName = "test Server";
  3.                                 TNServerInstance.Start(5127, 5128, null, TNServerInstance.Type.Udp, Tools.ResolveEndPoint("mytest.com:5129"));
  4.  


note that i only added  the debug.log line.

and now it works!!!

so, may be there is some kind of delay?

or may be the library doesnt check the local address before starting a remote lobby???



thanks!!

15
ok...

my bad!

its not the external address the one that is not being passed.

its the internal!!! (192.168.x.x)

sorry for the confusion.

is there a way to pass it???

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