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Messages - juggernate

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1
NGUI 3 Support / Re: NullReferenceException after running
« on: November 07, 2014, 08:51:29 PM »
Thanks for the workaround/fix in 3.7.6!

2
NGUI 3 Support / Re: NullReferenceException after running
« on: November 06, 2014, 02:22:34 PM »
Ah, thanks. I tried that and NGUITools.screenSize reports the same values when the anchors look correct during play or when the anchors break while stopped

3
NGUI 3 Support / Re: NullReferenceException after running
« on: November 04, 2014, 02:35:39 PM »
They report the same values in both p2 and p3. But I'm printing NGUITools.screenSize to console at runtime, which is when the anchors look fine. I'm not sure how to debug.log when play is stopped?

4
NGUI 3 Support / Re: NullReferenceException after running
« on: November 04, 2014, 09:24:46 AM »
I also just tested this on the latest 4.6 betas:
- 4.6.0b20 anchoring is fine
- 4.6.0b21 anchoring is broken

5
NGUI 3 Support / Re: NullReferenceException after running
« on: November 03, 2014, 10:13:23 AM »
Submitted a bug to Unity http://fogbugz.unity3d.com/default.asp?644750_5jopc75lb108290b

I've also confirmed this on Windows with Unity 4.5.5p3.
An additional note: If the project rebuilds after a code change, or the target platform changes in the build settings, the anchoring seems to work without playing in the editor. Once play starts and then quits in editor however the anchoring is once again lost.

6
NGUI 3 Support / Re: NullReferenceException after running
« on: November 01, 2014, 04:36:17 PM »
The extra parentheses remove the errors for me. But there are issues with anchoring in editor mode, which means I can no longer edit the anchors visually in Editor with 4.5.5p3. All of the anchored items snap to their target's center, and I no longer see the pink/purple outline of the UIRoot (I'm not sure if that outline is for the root or panel as I'm just using a single panel)

But once I hit play they seem to anchor fine and I see the pink outline again.

7
NGUI 3 Support / Re: NullReferenceException after running
« on: October 30, 2014, 10:45:32 PM »
I just updated to 4.5.5p3 and I'm getting this too (not seeing on 4.5.5p2, I re-installed to check).
It seems to run/play fine in editor, but when I stop a bunch of my GUI elements lose their positioning and if I select my UI Root I get this same error.
Seeing this with NGUI 3.7.4 and 3.7.5

I also see the error below a bunch of times if I have items in my UI selected in Editor Hierarchy

  1. The targets array should not be used inside OnSceneGUI or OnPreviewGUI. Use the single target property instead.
  2. UnityEditor.DockArea:OnGUI()


8
NGUI 3 Support / UITweener Update issue in 2.6.4
« on: August 14, 2013, 04:24:44 PM »
I am setting my tweenRotation.from dynamically when an event fires, then playing the tween. This worked in 2.6.3.

After updating to 2.6.4 I have to comment out the new Update() call on line 300 of UITweener.cs for it to work. Otherwise the tween goes immediately to the tweenRotation.to (or I'm doing something that I shouldn't have done before but worked) I don't actually see the tween check mark activate, but it does get to the end result.

9
NGUI 3 Support / Re: Can't remove sprite from atlas in 2.6.4
« on: August 13, 2013, 10:00:54 PM »
Ah ok, that was it. I had es1.1 for the Android target and changed it to 2.0 (though I already had 2.0 for iOS which was my active target)
Thanks!

10
NGUI 3 Support / Re: Can't remove sprite from atlas in 2.6.4
« on: August 13, 2013, 08:59:21 PM »
I can't make a new one either with all the same sprites (minus what I'm trying to remove). If I target android or ios, it seems to be limited to 1024?

11
NGUI 3 Support / Re: Can't remove sprite from atlas in 2.6.4
« on: August 13, 2013, 08:45:14 PM »
I'm targeting iOS (and Android). I have a 2048 atlas and that has been working on my devices. Why would removing a sprite from the atlas make it bigger?

I changed target to pc/mac like you said and then I could delete the sprite, resulting in an atlas of the same 2048 size, then I could change the target back to iOS and it appears to work fine.

Thanks for the workaround  :) , but it seems a bit tedious to have to change targets just to delete a sprite  :(

12
NGUI 3 Support / Can't remove sprite from atlas in 2.6.4
« on: August 13, 2013, 08:23:01 PM »
I need to remove a sprite from an atlas...but when I click the X, then the red "Delete" button, I get the "Operation Canceled" popup that says "The selected sprites can't fit into the atlas...". But I'm just trying to remove, not add anything.

I have tried checking/unchecking the options in the Atlas maker and tried deleting different sprites, but I still get the same error.

I just updated to 2.6.4, but I haven't tried this operation for a few versions so I don't know if it is a new issue.

13
That did it. Thanks!  :) Also, I should mention my build target is iOS. I just learned that non-sticky would work on the device, but not in the editor. But now with commenting out that line it works in both. Thanks

14
Dang. I'm not sure what to try. It doesn't work on my Mac 10.8.4 if I upgrade NGUI on either Unity 3.5.7 or 4.2.

I am calling this on a gameObject with just a Mesh Renderer, Trigger Collider but no other NGUI components. Am I now supposed to have some NGUI component attached?

This is essentially how I'm using OnPress and it was working fine before, am I doing something wrong? Even with sticky OFF I get the Debug message when I let go outside of the object, instead of when the cursor leaves the collision area like it did in 2.3.6

  1. void OnPress (bool isDown) {
  2.                 Debug.Log ("Pressing: " + gameObject.name);
  3.                 if (isDown){
  4.                         toggleKey();
  5.                 }
  6.         }

15
I had sticky press OFF so I could slide my finger across a number of objects (sort of like piano keys) without having to press each one with separate press events. This was working while I was on 2.3.6.

Now after upgrading to 2.6.3, I still have Sticky Press OFF on the UICamera, but I can no longer slide across the objects, I have to tap each object individually for the OnPress event to fire. Now it behaves the same whether I turn Sticky Press ON or OFF. :(

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