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Messages - poolts

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1
NGUI 3 Support / Animated Shine Shader / Effect
« on: November 05, 2015, 02:54:20 PM »
I'm looking to create a generic animated shine that can be applied to any UI element (sprite or text), similar to the one found here:



I'm thinking if should be an extension of an existing NGUI shader? Can UI elements be extended to work with other shaders?

2
NGUI 3 Support / Re: UIInput bug with Unity5.2.1P1
« on: October 05, 2015, 04:58:12 AM »
I'm also experiencing the same bug

3
Will this fix be included in the next version of NGUI?  :)

4
NGUI 3 Support / Re: Unity 5.2 crash (focus/save)
« on: September 30, 2015, 05:30:58 PM »
I'm using Unity 5.2.1p1 + NGUI 3.9.3 and I'm constantly getting crashes, especially when saving (happens every time).

I'm also using dynamic fonts.

5
NGUI 3 Support / Re: Broken Dynamic Font
« on: September 15, 2015, 05:37:49 AM »
After updating from NGUI 3.9.0 to 3.9.2 I'm also seeing the garbled font issue.

Also weird on 3.9.2 sometimes the fonts would be displaced from their starting positions after enabling / disabling them (they didn't have any anchors assigned to them) this issue does not happen on 3.9.1.

I'll try to get some repo steps / screenshots to add to this post.

6
NGUI 3 Support / Re: UIInput Submit Button Deletes Last Character
« on: August 12, 2015, 04:53:20 AM »
After updating to v3.9.1 (release version) I'm still getting the same behaviour. If I revert UIInput.cs back to v3.9.0 it seems to be fixed.

It looks likely that it may only be bugged on iOS / mobile (as I can't repo it in the editor).

I've found a workaround / fix (but obviously Aren would need to verify it).

I've changed line 672 in UIInput.cs (see below) to only do a backspace if the keyboard is not finished (i.e. not submitted or minimised)

  1. else if(!mKeyboard.done && mKeyboard.active) DoBackspace();

7
NGUI 3 Support / UIInput Submit Button Deletes Last Character
« on: June 19, 2015, 06:40:02 AM »
Weirdly after updating to the latest NGUI version (3.9.0b) after typing a string on the keyboard and hitting the "Done / Submit" button it deletes the final character in the string.

I have no validation on the UIInput. On Return Key = Submit. I've added the screenshot to show the settings on the component.

Unity Version: 4.6.6

8
NGUI 3 Support / Re: Resizing scroll view elements and contents
« on: May 27, 2015, 11:26:04 AM »
Hi Aren,

I probably wasn't very concise in what I'm trying to achieve in my OP.

Goal - Make scroll view elements scale to scroll view independent of screen resolution

If you open "No Scaling.png", I'm basically trying to get the rows of the scroll view to scale to the width of the scroll view.

I've tried various UIRoot scaling styles some of which seem to keep the rows correctly scaled, but I'm not entirely sure it's the correct way to do it.

I've also used the following code to manually scale the prefabs widget (m_widget) to match the scroll view edges:

  1. m_widget.leftAnchor.Set(mainMenuAreaTrans, 0f, 0f);
  2. m_widget.rightAnchor.Set(mainMenuAreaTrans, 1f, 0f);
  3.  
  4. m_widget.ResetAndUpdateAnchors();


Problem 2:

After changing the UIRoot scaling to the "Fit" option, the team screen player labels (as shown in "Team Screen - Fit - 1024 x 768.png") are suddenly not in the correct place. However, with only height constrained they appear in the correct place independent of the resolution. Obviously, this isn't the original problem, but they are hugely linked. And it feels like a broader question in terms of what the best UI scaling option would be best for both the scroll view and the player views. The player views themselves (player UILabels) are just labels and sprites (a 2D UI) that are lined up with the 3D models (which always appear in the same places).

If you need any more info / details, I'm happy to share. I know it's a bit of a TL;DR / overflow of info, but I'm just eager to get to the bottom of this :)

Note: I've compressed the hell out of the screenshots to get them under the 1MB limit, so hopefully they're ok.

9
NGUI 3 Support / Resizing scroll view elements and contents
« on: May 22, 2015, 10:37:39 AM »
Hi,

I'm creating rows at run time which are added to a scroll view (each row representing a player in the game).

I want each row to resize to the size of the scrollview (which I've done, but setting it's widget to anchor to the scroll view size).

The scrollview dynamically resizes to a predefined area on the screen.

What I'm trying to work out is how to proportionally space the contents inside the row so they always stay the same distance apart.

I've tried anchoring them all to say the left side of the row, the right side of the row and also each element in the row to the right side of the previous element. However, it either pushes elements to close to each other or outside of the row widget altogether.

Any help would be most appreciated.

I've also included a screenshot of the scroll view (which takes up about 75% of the whole UI). 

10
NGUI 3 Support / Minimise drag outside scroll list
« on: April 28, 2015, 10:43:18 AM »
Hi all,

Is there anyway to minimise the drag / scrolling outside of the contents of the list. By this I mean, if you drag a scroll list (say the list in the example scene) and pull it until the first element is a far away from it's start position you'll also see a huge gap before the list springs back.

Is there anyway to minimise the amount you can scroll the list if there is no content above (the starting element) or below (the final element).

I have "Cancel Drag if fits". This behaviour can be replicated in the latest example scene (Example 7 - Scroll View (Panel)).

Many thanks.

11
NGUI 3 Support / Re: Using UIEventTrigger to get mouse down on button
« on: December 07, 2014, 01:30:26 PM »
Hi Aren,

I tried to change the method signature of HandleDecreasePriceButtonPressed() to include the bool isPressed, but I didn't think EventDelegate methods could have params?

It gives an error to say the method signature is incorrect.

If I need to add that method call inside the HandleDecreasePriceButtonPressed() I don't understand where the EventDelegate gets the bool isPressed from.

Thanks for the help.

12
NGUI 3 Support / Re: Min Max Slider
« on: December 05, 2014, 08:43:00 PM »
I developed this exact thing recently. If I remember when I get back home on Monday I can share it here.

13
NGUI 3 Support / Using UIEventTrigger to get mouse down on button
« on: December 05, 2014, 09:54:57 AM »
Hi,

I'm using an EventDelegate to subscribe to an onPress event, but it only seems to be for the initial press (on frame). How do I use the EventDelegate to invoke the method whilst the button is being pressed as opposed to just the initial press?

  1. EventDelegate.Add(m_decreasePriceButtonTrigger.onPress, HandleDecreasePriceButtonPressed);

I've read you can use OnPress() attached to the same GO as your button, but I really want to just have a reference to the button in another script (not on the GO of the button).

Thanks for any help :)

14
NGUI 3 Support / Re: How To Make: Tickertape / Scrolling Text
« on: October 04, 2014, 09:53:25 AM »
Solved it.

  1. m_tweenPosition.to.x = m_newsPanel.GetSides(m_newsPanel.cachedTransform)[0].x - m_newsLabel.localSize.x;

I basically added the size of the UILabel to the left hand side of the clippable panel and set that as the TweenPositions to x

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NGUI 3 Support / Re: How To Make: Tickertape / Scrolling Text
« on: October 04, 2014, 09:37:29 AM »
Worked out that I should pivot the label on it's right hand side to get it to start in the same position (just to the left of the clippable area).

However, last step I'm trying to work out, is how far I should move it along the x axis (on the tween position) as the label size is freely resizable.

Think I'll have to work out the size of the widget, and then add that onto the end of the right side of the clippable area.

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