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Messages - Goosery

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1
NGUI 3 Support / Re: Collider blocking other UIs
« on: April 17, 2014, 11:07:47 AM »
How do you use the fall though?  Via code?  Does that mean every UI I instantiate will need do some work on the UICamera to enable this fallthrough, so that the large camera rotating collider won't block it?  Please elaborate or point me in the right direction thanks!

If you have an upgrade guide for Ngui 2.5.1 that would be cool too. thx!

2
NGUI 3 Support / Collider blocking other UIs
« on: April 16, 2014, 01:05:30 PM »
Hi, I have searched for 2 days and have not found the answer so here it goes.

I'm using NGUI 2.5.1 and it's hard to upgrade to the latest version without breaking my game or tonnes of regression I don't have time for so I'm stuck with this version.


I have many UIs in my game, each has their UIRoots and a Camera+UICamera.  All of them are culled to a layer called "ui"  And Event Receiver Mask also set to "ui"

Everything works great!  I wrote a script that rotates my camera using unity's Input.GetTouch() but that is very badly written and does not work that well so I replaced it entirely with NGUI's OnDrag, here I will explain.

I have 1 special UI that needs to be independent from all these UIs, for the purpose of the camera rotate function.  What this UI is, is really not a UI but a box collider that covers the whole screen and has a script that receives OnDrag even from the UICamera.

This works really well, however, many times when I instanciate one of my UIs, which has it's own camera, the large collider of the camera rotating "UI" blocks off everything and thus none of my UIs will function anymore.

I have tried using a dedicated camera that is in a different layer than "ui" which was exclusively used for NGUI, so I figured maybe I need a new layer that is dedicated for just the camera rotate OnDrag stuff.. but that still does't help, the collider still blocks off everything.

I tried moving the collider very far from the camera, but that does nothing.  I tried figuring if I can set a depth by making the collider have a UILabel component so I can set the dept(what a hack I tried lol) but still that does nothing.

Please let me know how I can get around this.  If I am unclear in my description I will provide better detail. Hope to hear from you soon.

Thanks!

3
NGUI 3 Support / Re: Keyboard typing no background.
« on: April 19, 2013, 11:41:11 PM »
ok thanks.  if I ever find out I'll post it here.

4
NGUI 3 Support / Re: Keyboard typing no background.
« on: April 19, 2013, 11:35:40 PM »
Can NGUI control that box's BG color or are we at the mercy of Android? 

5
NGUI 3 Support / Re: v2.6
« on: April 19, 2013, 11:34:44 PM »
I always thought I got pro haha.  How much is Pro?
Also, I am wondering for UILabel, I can easily wrap the texts by using lineWidth.  However now that I have implemented dynamic text, chinese input doesn't seem to wrap...  Maybe I'm doing something wrong.

6
NGUI 3 Support / Re: Keyboard typing no background.
« on: April 19, 2013, 11:30:23 PM »
does the box holding your typing have white background or transparent?

7
NGUI 3 Support / Black outline for dynamic fonts?
« on: April 19, 2013, 08:29:16 PM »
is it possible to add black outline to dynamic fonts?

8
NGUI 3 Support / Re: v2.6
« on: April 19, 2013, 08:08:35 PM »
nevermind, http://www.tasharen.com/forum/index.php?topic=3749.0 explains exactly how and you made it real simple!  thanks!

But still I got 2.5.1 and had to import the package in the link, not sure why 2.6 wasn't in the asset store. thx

9
NGUI 3 Support / v2.6
« on: April 19, 2013, 07:01:40 PM »
Hi there,

I got Pro version I bought long ago but in the asset store it only lets me download 2.5.1.

Also are there any step by step instructions on how to use dynamic fonts?  I would love to enable that for my game! thx

10
NGUI 3 Support / Re: Keyboard typing no background.
« on: April 19, 2013, 03:03:37 PM »
Please see new attachment.

I found out this only happens in tablets because on phones, the input will cover the whole screen and background is white and text is black so easy to read.  For tablet, that blue line in the screenshot in the red circle used to have a white background.. but for some reason lately it has become transparent and text is white, making it very hard to read.

I tried targetting to 2.3.3 still the same. I haven't changed my input code at all, it's an old code that always worked fine.  Any ideas?  thx

11
NGUI 3 Support / Keyboard typing no background.
« on: April 15, 2013, 05:02:28 PM »
Hi there,

I have many players report to me lately when they try to input via keyboard while they type they used to have a white background so they can see what they are typing, but now while the type, the background of which they type on is transparent making it hard to read what they are typing.  I myself used many phone and not able to reproduce this, and I figured this is an Android controlled area and NGUI cannot control the keyboard interface, but here's a screenshot I got from the player.  Would you know if there is anything I can do to have the typing area be a whilte background and not transparent?  Thanks!


12
oh crap.. my prefabs are resources that are instantiated with names due to the runtime dynamic nature of the list/items... it was done with Resources.Load() .. how do I do that with ngui?  can I still load the prefab from resource and then call NGuiTool.addchild to that instance instead of the prefab?

13
sweet! thx for the tip. I'll try it out!

14
Yeah scale, that's exactly the problem.. but I'm not sure what causes this.  Here's the issue.
The main UI root prefab's scale is 1x1x1  but when I instantiate the prefab the scale of the inbox automatically becomes 0.09 or something ridiculously small like that... any idea what I did wrong to make it do that?

15
that is a brand new popup created with the  "create a widget" menu. 

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