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Messages - matis

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1
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: March 05, 2014, 07:20:42 AM »
It is normal but not good in my case. It is not normal to switch to another resolution and let for examle table disapear because it is off-screen. Iam using UIStretch because it is not that bad when I switch from 16:9 to 16:10 at least whole my scene is there. Anchors are good for UI elements but not for game objects I need have them on exactly same place to cover my background.

2
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: March 04, 2014, 05:53:09 AM »
Iam using UIRoot, but in some resolutions I have black background on the sides.

3
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: March 04, 2014, 03:17:03 AM »
because it is the only way I discovered for showing my content on any resolution.

4
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: March 03, 2014, 11:45:32 AM »
this is my hierarchy:

Inventory (with UIDragDropRoot script)
-Inventory_grid (with UIGrid script)
--Item01 (with DragDropItem script)
--Item02 (with DragDropItem script)
--Item03 (with DragDropItem script)

When I place UIStretch anywhere I have the issue also I tried put UIDragDropRoot script elsewhere but without any change.

5
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: March 03, 2014, 07:07:16 AM »
so in my case is UIStretch the issue. When I have DragDropItem under UIStretch in hierarchy then my item is not follow cursor correctly. My question is - how can I scale my DragDropItem without this problem?

6
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: February 20, 2014, 04:01:18 AM »
This looks like my problem http://www.tasharen.com/forum/index.php?topic=3622.0
but dont know where to put that code - dont know where in UIDragDropItem place it.

7
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: February 19, 2014, 04:32:09 PM »
ok but your Drag and Drop example scene works ok but when I add this script to my object it is all wrong

8
NGUI 3 Support / Re: UIDragDropItem not under cursor
« on: February 19, 2014, 11:37:33 AM »
I dont know what to look at profiler but I have about 500fps and my whole scene have just a 9 draw calls.

9
NGUI 3 Support / UIDragDropItem not under cursor
« on: February 19, 2014, 10:39:09 AM »
Hi,
Iam working on point and click adventure game and now I want to be able drag item from inventory on item in world to do some actions. Inventory items have UIDragDropItem script on it but  item appear move slower then mouse cursor. Really dont know what is the problem. I hope you understand me. Can someone help me? Thanks a lot.

10
NGUI 3 Support / Images position, scale on resolution change
« on: January 28, 2014, 05:38:59 AM »
Hi,
Iam working on point and click adventure game ,using NGUI for all my images. I want to have some images over my background but dont know how to keep them on place and scale them when resolution is change. My background have UIStretch script on it and it is scaling very well when I change resolution but my other images are off position and scale. Hope someone is understand me:) Any advices? Thanks a lot

11
TNet 3 Support / Re: RFC question
« on: February 19, 2013, 06:25:11 AM »
oh:) it is "work" - problem is some of objects are placed not to correct position but I will figure that out. Thanks
btw why is that working? My .Send ("SetScale", Target.AllSaved, new Vector3(0.5f, 0.5f, 0.5f)); saying just new Vector3 nothing about transform,...

one problem what I founded - client have different terrain objects as a host. terrain is created by that RFC

12
TNet 3 Support / Re: RFC question
« on: February 18, 2013, 10:39:37 AM »
Hi,
thanks it is works great. Can you please show me code also for that parenting - for better understand RFC?

EDIT:
Can any one please show how to call RFC for this code?
  1. transform.parent = cube_gen.ter_position[cube_gen.terrain_i].transform.parent

13
TNet 3 Support / RFC question
« on: February 18, 2013, 10:20:58 AM »
First of all sorry for stupid question Iam new to RFC and I dont understand it at all:)

In my script I have:
  1. void Start(){
  2. transform.localScale = new Vector3 (0.5f, 0.5f, 0.5f);
  3. transform.parent = cube_gen.transform.parent;
  4. }

I was tried call this by RFC like this:
  1. void Start (){
  2. TNObject test = GetComponent <TNObject>();
  3. test.Send ("Scale", Target.AllSaved, gameObject.transform);
  4. }
  5.  
  6. [RFC] void Scale (Transform test_transform){
  7. test_transform.localScale (0.5f, 0.5f, 0.5f);
  8. test_transform.parent = cube_gen.transform.parent;
  9. }

but it is not work. Can someone please give me working code or some very simple example how to use RFC?
Thanks for answer.

14
TNet 3 Support / Re: Game "crash"
« on: February 09, 2013, 07:06:45 PM »
EDIT: ok so I was deleted for now your void OnNetworkLeaveChannel () from ExampleMenu script and game dont drop to menu any more - I will make my own main menu with start and joint to server tomorrow I think it will be good

15
TNet 3 Support / Re: Game "crash"
« on: February 09, 2013, 09:30:05 AM »
Hi,
another thing what I noticed is when Iam using just my .Create code without
  1. transform.parent = cube_gen.ter_position[cube_gen.terrain_i].transform.parent;
  2. transform.localScale = new Vector3 (0.0078f, 0.0078f, 0.0078f);
  3.  
on created object (so created objects are not childs of objects and they are not resizes) game is still switching to main menu. Really dont know why:(

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