Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MGB

Pages: [1]
1
NGUI 3 Support / Re: Changing UITexture.mainTexture causes flickering
« on: June 14, 2014, 05:46:37 AM »
Updating it myself because changing it's texture at runtime didn't do anything (and I saw your comments on this post: http://www.tasharen.com/forum/index.php?topic=8126.msg38467#msg38467)
Will try update if possible...

2
NGUI 3 Support / Re: Changing UITexture.mainTexture causes flickering
« on: June 10, 2014, 06:51:38 AM »
I'm seeing bad flickering when updating UITexture too.  Strangely, setting focus to an input control makes the flickering a lot worse.
Had to write my own code to update the drawcall.dynamicMaterial.mainTexture - maybe this is the cause?

Is there a proper way to update the texture dynamically yet?
[NGUI v3.5.5]

3
NGUI 3 Support / Re: SpringPanel.onFinished sometimes very late
« on: August 08, 2013, 06:14:01 AM »
I've had this happen too... seems to be worse on faster machines.
Possibly some problem in SpringLerp integration..?

4
NGUI 3 Support / Re: A small bug ?
« on: July 10, 2013, 07:22:58 AM »
You tried calling Reset() before the Play(false) call?

6
NGUI 3 Support / Re: Anchor Issue pls Help....
« on: July 09, 2013, 11:10:41 AM »
You need to give us more info about your anchor & hierarchy settings.

7
I've just had some fun with this :-/

The problem is when using a prefab as draggable content.  If you put the prefab in the scene to edit it, NGui auto-adds a new panel component to the base game object.  When you then apply the changes to your item, it stops the draggable list clipping working due to the new panel.

The workaround is to remove the rogue panel component from the prefab in-situ without adding one to the scene first.

8
NGUI 3 Support / Re: Problem after upgrade
« on: March 24, 2013, 12:06:32 PM »
The latest release notes describe rather fundamental changes to some of the sprite stuff...

9
NGUI 3 Support / Re: changing the pivot of UI button
« on: November 26, 2012, 05:00:35 AM »
So there's no way of changing a button's pivot automatically?  I need to set the label pivot then manually adjust the collider?

10
NGUI 3 Support / Re: Tween auto-play
« on: November 24, 2012, 11:09:32 AM »
Post #2 above evolved into the zero problem.

I've added my own AutoStart flag:

In the UITweener class:

   public bool AutoRun = true;

and in Start()

   enabled = AutoRun;

Seems to work with the scaler, not tested with anything else yet.  At least prevents me from having to disable the component manually.

11
NGUI 3 Support / Re: Tween auto-play
« on: November 24, 2012, 06:17:15 AM »
Finally got around this by setting TweenScale.From to a small negative number  :-\
Scaling up from zero seems like a reasonable thing for a user to want to do?

12
NGUI 3 Support / Re: Tween auto-play
« on: November 24, 2012, 05:48:32 AM »
Well I think there may be a bug:
I have a panel I want to scale up from 0 to 1 on a button press.
To not auto-start it I disable the TweenScale on start then enable on button click.
This was not working, hence this post.
After much messing about I've found it does work only if the TweenScale.From is NOT zero.

ed: Doesn't appear to be a div by zero problem either:  http://www.tasharen.com/forum/index.php?topic=835.0

13
NGUI 3 Support / Tween auto-play
« on: November 23, 2012, 05:33:04 PM »
Hey,

Really need a 'don't auto-play' option on the tween stuff...
Is there any way to do this currently?  I read you can disable the tween script but that doesn't seem to work for me..?

cheers,
M

14
NGUI 3 Support / Re: Gotcha for those working on mobile
« on: September 25, 2012, 10:03:40 AM »
I wonder if this is the reason that one of my UITextures keeps getting set to nothing...

An error with UITextures losing their assignment was fixed quite recently - have you got the latest version?

15
NGUI 3 Support / Problem: UIButtonOffset script stops position tween
« on: September 22, 2012, 08:53:33 AM »
Hi all,

Having a problem (possibly a bug?) with NGUI buttons.  I have a normal button widget with its standard UIButtonOffset script attached.  I also attached an NGUI Tween Position script to move it onto the screen.  Trouble is if the button happens to move past the mouse cursor on its way onto the screen, it stops dead when the UIButtonOffset script is active.
Presume it's overriding the position tween...

(NGUI v2.2.1)

Cheers,
M

Pages: [1]