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 - SJones

Pages: [1]
NGUI 3 Support / Re: Upgrade compile errors
« on: May 24, 2017, 11:25:17 AM »
Hay, thanks for the quick info, your right with those 2 scripts, I knew the UIGridRename was, but I quickly looked at the directory for NGuiSetButtonTweenDirection - this was a playmaker script and I just saw ngui in the top directory and took it as part of ngui - my bad

my next question  suppose - while I wait to see if theres any help on upgrading - is it worth upgrading, the project works as is, the only thing I would be wanting is improved performance, its a RTS where I do have a lot (100+) UIFollowTarget scripts, this does have somewhat of a performance hit at that point, apart from that not much else, but I am always looking to squeeze as much as I can out of the game. so on average is there much of an increase?

NGUI 3 Support / Re: Upgrade compile errors
« on: May 22, 2017, 12:45:04 PM »
So I have temporarily gone back to the backup build and found that actually it was using ngui 2.7, I had another look around here and couldn't find any upgrade notes/documentation - only thing I was able to find was a post with an upgrade tool with no instructions

NGUI 3 Support / Upgrade compile errors
« on: May 22, 2017, 10:01:05 AM »
So I have been working on a project for many years now and have recently upgraded unity from 3.5 to 5.6 - there where a few minor issues that I resolved, however I have then started to update some packages too, ngui being one of them

so I updated to the latest ngui through the asset store and now have some errors, as I am coming back from a very old build of ngui I am not sure if there is any info related to such a large jump (think I was using ngui 1.x)

if there is some documentation to help with the transition of all the versions that would be cool, otherwise there are some stuff below that people may be able to help with

the first one is in UIGridRename.cs it cant find UIDraggablePanel - from what I understand the dragable panel stuff has recently been updated in V3, any advise how to resolve this one?

second one -UIInputValidator.cs(31,42): error CS1061: Type `UIInput' does not contain a definition for `validator' and no extension method `validator' of type `UIInput' could be found. Are you missing an assembly reference?

third - NGuiSetButtonTweenDirection.cs cant find UIButtonTween.

I got one thats not actually apart of ngui but relies upon it, I got it from the unity forums/help/docs (cant remember exactly where) some time ago that may resolve with the above or something I probably could look at fixing once the others are sorted, but will post it here in case someone can make a suggestion on the fix.
it was used in a drop down list of screen resolutions and has the error "Cannot implicitly convert type `string' to `UIPopupList.Selection' " and "`UIPopupList.Selection' does not contain a definition for `Split' and no extension method `Split' of type `UIPopupList.Selection' could be found."

Misc Archive / Label text wrapping
« on: January 02, 2015, 12:33:06 PM »
Hi, I am in need of adding extra functionality to labels, I am currently using ngui 2.7.0 due to still working in unity 3.5 so cant upgrade to the latest version of ngui.

My goal is to have an offset on specific lines of the uiLabel, e.g.
Line 1
    Line 2
        Line 3
    Line 4
Line 5

I also require them to conform to the line width (so the indent doesnt effect the amount of text on the line) my coding skills are not that great but taking a look at the UIlabel script it looks like any modifications made would be around the following
  1. else if (mMaxLineWidth > 0 || mMaxLineHeight > 0)
  2.                                 {
  3.                                         fits = mFont.WrapText(mText, out mProcessedText, mMaxLineWidth / scale, mMaxLineHeight / scale,
  4.                                                 mMaxLineCount, mEncoding, mSymbols);
  5.                                 }

Any help would be great, thanks

NGUI 3 Support / Multiple animations & button animation
« on: October 24, 2012, 04:42:20 AM »
UIbuttonPlayanimation's toggle feature doesn't work per button instead it works on the last direction the animation set was played.

I have setup multiple animations clips and are playing them with the clip name, however if I play 1 clip forward and go to play the second clip that should also be forward, it plays it in reverse instead.

Is this supposed to happen or is there a better way to animate the same UI elements in different animations

Done some more testing and it doesnt seem to be limited to the last direction the animation set was played, to that point I dont know in what order it plays them.

I have set up a simple test scene with 2 buttons, and 2 animation clips (1 animation script on the parent), each button set to play 1 of the animation and to toggle between forward and backwards.

pressing them in different orders gives different results, some times toggle and some times not.

NGUI 3 Support / Object Depth and panels
« on: October 21, 2012, 10:48:05 PM »
I have been doing some research and found an interesting topic on animated objects being put under a different panel for optimising so that there is no need to re-draw all UI objects to get the 1 draw call, with this in mind I attempted this method and found that the depth value no longer has an effect, somewhat expected as they are being rendered in different calls now, however I cant seem to get any depth control.

I have a constantly animated part of the screen that is using a semi transparent texture, that I want to render behind all other UI elements, I have placed it on its own panel and currently it seems to render it as if its on the same layer, am I doing something wrong or is this something that can not be done in NGUI?

NGUI 3 Support / Re: Help needed understanding call when finished
« on: October 21, 2012, 10:12:28 PM »
thank you for your super helpful response, (going to test this in a mo!)

I have been given more some thought to your question before you asked it, I am still learning unity's animation as I have come from UDK, but the main reason would be for example, reverse animation, there may be several steps to a final menu with different animations at each step, and if you wanted to reverse this animation, instead of making another animation combining all of them, you would simply use the same animations for going forwards in a reverse linked chain.

NGUI 3 Support / Help needed understanding call when finished
« on: October 21, 2012, 03:43:51 AM »
I have searched, read and tried to figure out the "call when finished" field on the animation scripts.

on the UIbuttonplay animation script help page it says this can be used to play another animation after the current one has finished.

however I am strugeling to understand / working this feature, I am not a coder and an artist, all searches have reference to code.

All I am trying to do at the moment is to play a second animation after the first one has finished from a UI interaction (eg. button press etc.) possibly chain more after that if possible.

for the most part I have NGUI working perfectly how I need and has been fantastic tool to work with (way better than the stock unity UI) this though is the only subject I have struggled to research and get a guide on how to do it.

while I say I am not a coder I can do some code but avoid it like the plague, if someone could point me in the right direction to a least programmy way of using this feature I would be most grateful.

Pages: [1]