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Messages - Paul

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NGUI 3 Support / Re: Screen Coordinate Conversion
« on: June 21, 2017, 04:38:58 PM »
+1 Came here to say NGUIMath.cs OverlayPosition() did the job, thanks again ArenMook!

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EDIT3: Actually, is there a way to regenerate an atlas which includes _ALL_ the sprites? After replacing the button icons manually via Windows Explorer, it seems I have to manually select each sprite from the atlas and hit "Update" for it to pick up the change.

Is there an "Update All" equivalent somewhere for the atlas?

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EDIT2: I found some success with UIFont.RenameSymbol(), but we decided it's actually going to be easier to just swap out the png glyphs for the fonts and regenerate the atlas for each platform. It's a little less flexible but a lot less work and should do well enough.

Sorry for the inconvenience!

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EDIT: (I did not see an edit button) This also applies to UIAtlas, as we've got some platform specific controller icons in our atlas, so if there's a way to swap those out based on #if PS4/XB1 defines that would be a huge help.

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We're in the process of porting to PS4 and XboxOne and our game makes use of UIFont symbols for things like controller button icons, ie: "Press the <A> button to continue" where "<A>" is a sprite for the 'A' button on the controller. The PS4 controller uses a separate set of icons (shapes instead of A,B,X,Y for example).

We're trying to keep all platforms on the same repo, so my question is:

What's the best way to support different icons for the "<A>" symbol based on the given platform?

If there's an existing API in NGUI that would be a great place to start, otherwise we'll likely implement a custom solution for this.

Thanks in advance.

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NGUI 3 Support / Re: UI disappeared after screen lock in windows.
« on: February 17, 2017, 04:47:29 PM »
+1 Just came here to say we experienced the same issue with a 5.x upgrade. We're currently on 5.4.1f1 but I'm pretty sure it started happening earlier. We also couldn't pull because we forked NGUI a while back, so the manual patch worked!

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NGUI 3 Support / Re: Questing adding symbols/emoticons to UIFont
« on: December 15, 2016, 10:12:50 PM »
DOH! Just figured it out... need to add the sprites to the font atlas and then they will show up! Sorry!

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NGUI 3 Support / Questing adding symbols/emoticons to UIFont
« on: December 15, 2016, 10:07:44 PM »
I'm trying to add button icons to our bitmap font, but I'm struggling to figure out how to do it (Using Unity 5.4.1 and NGUI 3.8).

I'm following this tutorial: https://www.youtube.com/watch?v=JbqfK3mU140 but I don't seem to have a "font definition" text file for my font like in the video (my font is part of an atlas).

Also, that video is for an older 2.x version of NGUI and might be out of date? When I attempt to create a glyph, the sprite popup only shows my fonts (I was expecting to be able to choose a png here of the icon).

1) Is it still a manual process to copy the sprites into the bitmap font like in the video? I haven't done that.
2) Should I have some txt file describing my font some where? If so, how do I generate that?

So far the font & atlas has been working perfectly as expected.


http://i.imgur.com/LtCZeec.png

Thanks!

Paul

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NGUI 3 Support / Re: TypewriterEffect new line bug? (with video)
« on: November 22, 2016, 12:31:49 PM »
Thanks for checking in, ArenMook.

After a little more digging, I found another thread (lost the link now) where you suggested turning on KeepFullDimensions for the Typewriter component. So far I believe this seems to have fixed it, although I've moved on to other tasks for the moment.

With that enabled, it looks like the text is essentially preshrunk before the first character appears, so it doesn't resize on the fly which seemed to cause the odd wrapping. Does this make sense? Would you expect turning on KeepFullDimensions to fix something like this?

Thanks again!!

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NGUI 3 Support / Re: TypewriterEffect new line bug? (with video)
« on: November 16, 2016, 02:25:47 PM »
I didn't see an edit button for the OP, but I realize this can actually be reproduced without the TypewriterEffect component at all. It must be something with UILabel causing the odd wrapping, but I'm still at a loss for where exactly it could be.

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NGUI 3 Support / TypewriterEffect new line bug? (with video)
« on: November 16, 2016, 02:11:54 PM »
I'm using the Typewriter Effect component (I know this isn't technically part of NGUI) but I'm noticing this odd behavior. It only seems to happen when the text is long enough to shrink slightly in size. (Ignore all the W's -- that was to make it easier to reproduce).

Using Unity 5.4.1 and NGUI 3.8 (I know this is a much older version, but we can't easily upgrade at the moment).

Was this ever a known bug or possibly fixed with later updates? I believe we've seen this since the beginning of our project on Unity 4.6.




http://imgur.com/a/J1vvQ

Any help would be greatly appreciated.

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NGUI 3 Support / Re: Font Maker Scaling Artifacts?
« on: November 25, 2015, 09:22:57 PM »
 OMG! It was that easy all along!! You are a life saver. :'( :'( :'( <--- tears of joy.

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NGUI 3 Support / Font Maker Scaling Artifacts?
« on: November 23, 2015, 06:05:13 PM »
Hello, I've used Font Maker w/ a .ttf and created a size 64 font ( Windows 8.1, Unity 4, NGUI 3.8 ). I then created a UILabel and set the font size to 64 (transform scale is 1,1,1)

For the most part this works great, however I'm noticing some edge artifacts at varying window sizes (happens in-editor and release builds when changing resolutions):


I tried changing the atlas "Texture Type" in Unity from "Texture" to "GUI" to debug, which _does_ remove the vertical line artifacts, however everything looks quite pixellated (like no AA is being applied):


This happens with or without the drop shadow label effect. I've included the portion of the atlas with the size 64 font (I've made the background black in Photoshop):


Any idea what's causing this? I tried searching the forums but couldn't find exactly this problem. My understanding is that as long as the font size matches the UILabel size, it should just work? The letters DO look quite close together in the atlas, but I didn't see an option to add padding in Font Maker, and the Padding in Atlas Maker had no effect. At the root level, I'm using UIRoot "Constrained" @1280x800 w/ "Content Height Fit" TRUE.

Thanks again for the great support on these forums, ArenMook!

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NGUI 3 Documentation / Re: UIPopupList
« on: November 20, 2015, 12:13:12 AM »
Thanks for the UIPopupList.isOpen tip -- I wasn't aware of that.

I ended up modifying UIPopupList by adding another EventDelegate that only fires after a selection has been made. Not the prettiest code, but it was a small change nonetheless. =)

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NGUI 3 Documentation / Re: UIPopupList
« on: October 27, 2015, 03:23:14 PM »
I've added a resolution dropdown list for a PC game with keyboard, mouse & controller input, however when using the arrow keys or controller to navigate the menu, I noticed the onValueChange callback gets called on each navigation.

Is it possible to instead treat this navigation like mouse over and only perform onValueChange when the user submits their choice (via the enter key or 'A' controller button for example)?

I'm currently changing the application's resolution in the onValueChange callback which causes jarring behavior when using the keyboard/controller. Aside from adding an 'Apply Changes' button to the options screen, I was wondering if there was another way.

Thanks!!

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