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Messages - redhawk

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1
NGUI 3 Support / Re: Fonts in Android
« on: July 30, 2014, 12:28:16 PM »
Could you please tell me the steps for setting up the fonts as you mentioned.  From import to creating the sizes.

I want to use the below font from dafont.com.
http://www.dafont.com/crystal-radio-kit.font

I want sized 32 (or close), 24, 28, 60, and 20.

I even tried the fonts by the below Unity publisher with same results.
https://www.assetstore.unity3d.com/en/#!/publisher/1780

2
NGUI 3 Support / Re: Fonts in Android
« on: July 30, 2014, 11:23:20 AM »
I will try this again with various sizes.  Maybe I am doing something wrong, because the only thing that looks good is the way I suggested.  I tested on a phone and tablet.

Orignally what I did was make a font sized to 30, but when I build and play, the font was very fuzzy which is why I had to change stuff.

3
NGUI 3 Support / Re: Fonts in Android
« on: July 29, 2014, 10:23:39 PM »
I figured out how to make this work (after lots of trial and error).  On the UI Labels I set them to Keep Crisp = Always.  This allows me to set the size to whatever looks nice in Unity, then when I play may game on any Android device, the font looks very nice.

Select a Label that you have.
The 3rd item below your Text is called Keep Crisp.  Set this to Always.

4
NGUI 3 Support / Fonts in Android
« on: July 20, 2014, 08:51:02 PM »
My fonts look terrible on my devices.  I've pulled some nice fonts from dafont.com, used BMFont, imported in Unity, and created my fonts.  I'm trying to use 2 different devices.  One is an old Tablet (so I can test the view on tablets), and the other is an old Galaxy phone (so I can test on older phones).  The fonts look perfect on my computer.  They are very fuzzy on my devices.  Even if I use the Coalition font, it looks bad.  Mainly the fonts look bad on my buttons.

I'm obviously missing some step.  Maybe in my build settings.  Maybe .... I just don't know.

Any advice on what the settings should be?  I've watched a few videos, which made sense, but it still doesn't look good on my Android build.

Using Unity 4.3...blah, and the newest NGUI.  I do not want to upgrade to 4.5 yet.  The Unity version shouldn't really matter.  Maybe I need a different font, but that just seems odd.

5
NGUI 3 Support / Re: Creating a HUD w/ NGUI 3.5.6
« on: April 14, 2014, 07:57:04 PM »
How did you get this fixed?  Please post how you fixed it as I'm trying to do the same thing.

6
NGUI 3 Support / Re: Switch from Menus to Standard Elements
« on: October 08, 2013, 07:52:21 PM »
Attached is what my test window looks like.  Super basic.  The Label main menu and all items in the blue box are all under the parent of the blue box which I call "WindowMain"

7
NGUI 3 Support / Re: Switch from Menus to Standard Elements
« on: October 08, 2013, 07:47:37 PM »
Here's how I solved this.

First I watched the latest video which is about Modular User Interface.
http://youtu.be/q1C5NwZasGs

I created my background sprite (super useful), a "window" for the container, and some buttons.  I added 2 buttons - one to Play/Resume, one to go to another window.  I duplicated this window.  I called one window Main Menu, the other Options Menu. 

Options Button or Main Menu Button - I added UIButton Activate Script twice.  First targets Window to deactivate/hide (State not checked).  Second targets Window to active/show (State checked).

Play Button - 1 UIButton Activate script.  Deactivates the main Panel that all of this is set up on (State not checked).

I looked at the UIButton Activate script, pulled out the necessary components and created the below script which is 100% based on the NGUI script.  I created a cube and stuck this script on it.

Hit escape, and the menu opens.
  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. //Based on UIButtonActivate NGUI Script
  5.  
  6. [AddComponentMenu("NGUI/Interaction/Button Activate")]
  7. public class OpenMainMenu : MonoBehaviour {
  8.        
  9.         public GameObject target; //What do we want to activate
  10.     public bool state = true; //True will activate, false will deactivate
  11.        
  12.         // Update is called once per frame
  13.         void Update () {
  14.        
  15.                 if(Input.GetKeyDown(KeyCode.Escape))
  16.                 {
  17.                         //If target has not been set, the do nothing
  18.                         if (target != null) NGUITools.SetActive(target, state);
  19.                 }
  20.                
  21.         }
  22. }

8
NGUI 3 Support / Switch from Menus to Standard Elements
« on: October 07, 2013, 01:57:41 PM »
How should I set up my project so that all of my standard NGUI elements are shown during play (like health, health bar, life, Ammo, Experience, Treasure) and only menus when in "menu mode" (like I died, so Main Menu comes up and game is paused, or I hit escape and Main Menu comes up)?

I've watched the videos but I still don't understand how to do this.  I have my "standard elements" all set up and looking really awesome (and functioning well during game play).  Not sure what I need to next so that if I die, or hit escape, the Main menu opens.  I can make the game pause on escape or death, but what next??

Please help :)

9
Other Packages / Re: NGUI: HUD Text
« on: May 15, 2013, 04:27:21 PM »
One of the most common questions I get is how to add more than just text to the HUD UIs created with HUDText.

Well... here's a video!

http://www.youtube.com/watch?v=idVr8-jfdAI

Oh please add this video Link to the Unity Store, your Unity Forums Post (at the top in your intro) and on this Forum board at the top in your Intro.  Also please add a description above the Links (like HUDText Tutorial, HUDText Health Bars). I just found this after reading through this entire post when this is all I was looking for :)

10
NGUI 3 Support / Re: Request: NGUI Node for uScript
« on: May 11, 2013, 08:22:32 PM »
http://www.uscript.net/forum/viewtopic.php?p=11731#p11731

Found a solution.  Take a look at the uScript forum (link above).  And look for NGUI post under Questions (http://www.uscript.net/forum/viewtopic.php?f=9&t=2534).  I made a post that shows how to use NGUI with uScript.

11
NGUI 3 Support / Re: Pause Button
« on: February 22, 2013, 05:09:35 PM »
I've used the below code inside JavaScript in unity.  Haven't attached it to an NGUI object yet.  Also, in addition to the below, I set my Start function to Time.timeScale=1;

  1. if(Time.timeScale==0)
  2. {
  3. //I also changed my button to white for not paused
  4.    Time.timeScale=1;
  5. }
  6. else
  7. {
  8. //I also changed the color of my Button to Red for paused
  9.    Time.timeScale=0;
  10. }
  11.  

12
NGUI 3 Support / Re: Confusing clippping, doesn't match the size specified
« on: February 11, 2013, 09:13:12 PM »
I thought I recall another post response about not setting your Size to 0.  I.e maybe stop at Size 0.01.  Otherwise, I'm sure someone with more knowledge will answer.

13
NGUI 3 Support / Re: UiButtonMessage help: sending name of gameoject?
« on: February 11, 2013, 06:00:58 PM »
Glad I could help.

Your setup looks ripe for calling other functions within your Switch.  I like arrays because that way I can keep things generic and just reuse whatever code I spent so long trying to create.

14
NGUI 3 Support / Re: UiButtonMessage help: sending name of gameoject?
« on: February 11, 2013, 01:10:18 PM »
If you can create your buttons via a for loop, then you can do the same thing to assign the buttons in your array.  Maybe in void Awake. 

15
NGUI 3 Support / Re: UICamera Touch
« on: February 11, 2013, 12:30:15 PM »
Here's a picture of what the array looks like in Unity.

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