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Messages - quaigon

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1
after Update to NGUI 3.11.1 it seems to be working..

thx. :)

2
NGUI 3 Support / Unity Editor - Game view aspect ratio no change to NGUI
« on: February 21, 2017, 03:57:03 PM »
Hallo,

i have the problem, that changes to the Game view aspect ratio will not produce any results in my ngui UI. On Play i have always the original ratio from the inspector. When i restart unity the new aspect ratio will be displayed correctly. After Play same like before - the ratio from the inspector values.

It has worked well in the past.

Outside of the Editor, in the final build, it works well.

NGUI 3.11.0c
Unity 5.5.1
OS X 10.11.6

Any ideas? Thank you.

3
NGUI 3 Support / Re: Broken Dynamic Font
« on: September 14, 2015, 09:24:13 AM »
I have a similar problem. My labels goes crazy, when their parent-widget are scale-tweened from 1 to -1 and backwards. but only on the device iPad Air, not in Editor.

with the new update-function, from these thread, it seems to become worse (almost always than from time to time). There are no recognizable rules for the effect.

i use a UIFont-Prefab with font-type = dynamic, set the shaders to "Cull Back" and NGUI 3.9.21 with Unity3D 4.6.7f1.


edit: i tried the old version NGUI 3.9.0b. Now there is no problem - so far. Are there some significant changes?

4
NGUI 3 Support / TweenHeight - Widget width with real value not local
« on: July 24, 2014, 09:48:57 AM »
GameObjects:
UISprite with Size 662x632 and Anchors on Unified Left/Right/Bottom/Top 0

Target is the parent UIWidget with the same Size 662x632 and Achors on Unified Left 20 / Right -342 / Bottom 20 / Top -116. Target is the parent UIPanel, which is empty and a child of UI Root (FixedSize, 768)

On the UISprite is a TweenHeight (From 2 To 632) as component.


Problem:
On Editor-Play-Mode with ScreenSize 1024x768 there is all fine. The UISprite changes its height as soon as the Tween is playing. From 662x2 to 662x632.

On iPad4 (and other devices) there is the following problem: Before the Tween will be started, all values are right. In the moment, when the tween send the first value, the width jumps to 1324. So the UISprite goes from 1324x2 to 1324x632.

It seems that TweenHeight use the real resolution from the iPad 2048x1536 and double the local width of the UISprite.

Without TweenHeight all works fine.


Questions
So maybe there is a bug? And shouldn't send TweenHeight only the height value, not the whole localsize? Or its there something wrong with my thoughts and settings?


Temporary Solution
As a temporary solution i put the TweenHeight on a separate, empty UIWidget and read out the height value with an extra script and send it to the UISprite.

NGUI Version
3.6.8

5
it works. thx. i forgot the custom - option with set to current position.  :)

(and yes i meant the half of the screen width.)

6
problem:

i have an UITexture as parent which is always half of screensize:
Widget: BasedOnWidth
Anchors: Left -> Left, Right -> Center, Bottom -> Center, Top -> Top


Now i have some child objects (widget with colliders), which always must have the same size and position on the UITexture no matter how large the parent will be. The anchor must there for change the size and position of the children, so that always the same picture-area on the UITexture will be covered.

How can I achieve this?

thx


Edit: version 3.6.1c

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