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Messages - notehaha

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1
NGUI 3 Support / MobileKeyboard's size , please help
« on: October 18, 2014, 10:02:26 AM »
Hi Arenmook,

I've tried to get MobileKeyboard's size of Android devices but unfortunately Unity doesn't provide such things.

My hope is on you now. I am using Input field as a textbox, and I saw that your UIInput's is able to show textbox which shows above android's mobile keyboard.

I want to know the keyboards's rect or height. could you advice?

2
NGUI 3 Support / Scrollview's momentum vs UIGrid'spring
« on: October 11, 2014, 11:52:50 AM »
Hi ArenMook and all,

I am using Scrollview with UIgrid inside. each UIGrid's child looks as a page of mobile view.

My goal is to swipe the current page to the next page by using a short swipe.

to have what i expect, i increase my Scrollview momentum&Spring to 80, 120, 150. also i change UIGrid child to center's spring value to 12,20 and some value.

my result is about ok since I can swipe shortly to change my page BUT if i have long swipe, the scrollview bring me to the 3,4,5 or the end of Grid's child.

I do want your help to advice to config or adapt sourcecode to have the scrollview using short and long swipe to change only one grid's child (Page)



3
Thank you so much, ArenMook. :)

Your support is really much better than IBM buys I coordinate with.  :-X

4
Hi ArenMook,

Sorry that I give you the info that mislead.

Here are the things:
 - I create a UISprite of a football. the ball is rolling by assigning TweenRotate from Z-axis 0 (From value) to 360 (To value)
Result : the ball rolls forward continuously and smoothly because I set 'loop' in the inspector

 - I want the ball rolls back, so in the source code. I call a method ,PlayReverse() of the ball's gameobject refer to TweenRotate component
Result : the ball rolls backward nicely from the current Z-axis value but it stop rolling when Z-axis is 0 (From value)

Question : how to make the ball rolling backward and loop?


My workaround : since the PlayReverse() only tweens Z-axis from its current value to 0 (From value), I do change the 'To' value from 360 to -360 without calling PlayReverse(). it rolls backward in loop but it's not smooth at the timeI changing the 'To' value.

you can try using Tweens something in loop and call its PlayReversed(). it will stop tween when its current value goes to 'From' value.

5
Hi ArenMook,

I use playForward() for tweening any items, it does fine . But when I trigger playReverse() -after playForward()- it only reverse to 'TO' value without looping.

my workaround is not to use playReverse() it but changing the 'TO' value to minus. This works just OK but cause the tween not smooth.

could you suggest any trick? or I need to override the tween class?

I have tried TweenScale, TweenRotate only

  1.                 if(bTeam)
  2.                 {
  3.                         go_ball.GetComponent<TweenRotation> ().to = new Vector3(0.0f,0.0f,360.0f);
  4.                         go_ball.GetComponent<TweenRotation> ().PlayForward ();
  5.                         //go_ball.GetComponent<TweenRotation> ().style = UITweener.Style.Loop;
  6.  
  7.                 }
  8.                 else
  9.                 {
  10.                         go_ball.GetComponent<TweenRotation> ().style = UITweener.Style.Loop;
  11.                         //go_ball.GetComponent<TweenRotation> ().to = new Vector3(0.0f,0.0f,-360.0f);
  12.                         go_ball.GetComponent<TweenRotation> ().PlayReverse ();
  13.                         go_ball.GetComponent<TweenRotation> ().style = UITweener.Style.Loop;
  14.                 }

you see that i set UITweener.Style.Loop; before and after still doesn't work

6
 :D
Once i change my UIRoot Manual height to fit my device's height. the 'keep visible' work nicely. previously i only set minimum height.

BUT !! you guys.
does it means if any game is set the Manual Height lower than user's device height. this 'keep visible' feature does not work ??

7
NGUI 3 Support / Re: bitmap font doesn't work in Thai Language
« on: August 13, 2014, 11:20:29 AM »
really thanks for your prompt reply.

I tried changing from NGUI bitmap font generator to another. it seem works right.

8
Hi Tasharen team,

I have searched for a topic of 'Keep visible' issue. I saw only some but not one of mine. so pls allow me to tell what I found.

I do use UIDragObject on my UIPanel. I prepared everything set includes a rect of UIWidget. Once, I run-play my game, it works correctly BUT... only when I ports apk to my SAMSUNG TAB S device, the panel which contains UIdragable object does not spring back in screen.

again. my app works fine on Game view.

my first assumption is my UIRoot setting on Maximum Height does not match my device's screen resolution (2560px) so that I had changed it. Unfortunately not a luck.

please advice what should i do


9
NGUI 3 Support / bitmap font doesn't work in Thai Language
« on: August 12, 2014, 05:47:51 AM »
Hi Tasharen team and anyone who experts on font issue,

I just bought NGUI asset two days ago after using DFGUI for a half year (now I know I prefer NGUI)

Since I am willing to use some bitmap fonts, I got a problem that my game displays incorrect for Thai Language but NGUI works fine when I choose UNITY dynamic font on UILabel.

Image1: NGUI's UILabel using Unity Dynamic font (work correctly)


Image2: NGUI's UILabel using bitmap


diff: see inside the yellow rectangle, there are missing vowel character under alphabets


please help and advice. I really do want to use bitmap fonts to avoid future draw call usage.


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