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Messages - gdeglin

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NGUI 3 Support / Re: Crash occurs in kitkat (under opengl 2.0)
« on: July 10, 2014, 09:08:30 PM »
Yep, that's the conclusion I reached too. Explains why the error went away and then came back though -- it was due to people upgrading to Unity 4.5.

We've been testing our game quite a bit and it seems stable now after the change. Hopefully someone else can test and confirm if this workaround fixes things through.

No response to my Unity bug ticket yet.

NGUI 3 Support / Re: Crash occurs in kitkat (under opengl 2.0)
« on: July 09, 2014, 09:45:06 PM »
Hey all. We might have a fix.

In UIDrawCall change:
  1. #if !UNITY_4_3 || !UNITY_ANDROID
  2.         // If the number of vertices in the buffer is less than half of the full buffer, trim it
  3.         if (!trim && (verts.size << 1) < verts.buffer.Length) trim = true;
  4. #endif
  2.         // If the number of vertices in the buffer is less than half of the full buffer, trim it
  3.         if (!trim && (verts.size << 1) < verts.buffer.Length) trim = true;
  4. #endif

Let me know if this works for you!

NGUI 3 Support / Re: Crash occurs in kitkat (under opengl 2.0)
« on: July 09, 2014, 08:27:02 PM »
Just reported it myself. Case 618714

My attempts to put together a test case have failed so far, so I pointed them at this thread and a few others threads about this issue I found on the Unity forum. If you don't mind submitting your project to Unity, please use the report a bug feature too and reference Case 618714.

NGUI 3 Support / Re: Crash occurs in kitkat (under opengl 2.0)
« on: July 09, 2014, 02:09:04 AM »
Also experiencing this problem. Seems like we'll have to delay the release of our game because of it.

Someone mentioned that NGUI 3.4.9 doesn't have this problem, but I would hate to have to downgrade so far back.

@Russel Did you submit this to Unity? Could you post the bug number if you have one.

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: November 13, 2013, 03:58:41 PM »
Thanks for all the great work so far! Here are some things that I would really love to see:

1. Sprite dicing - 2D Toolkit has this feature and it's amazing. It cuts your sprites into little pieces (you can specify the size), then removes duplicates and transparent pieces. This results in significantly smaller atlas sizes. It also reconstructs the sprites in the game onto a mesh that doesn't include the areas where the transparent pieces were, thereby significantly reducing overdraw.

2. Parameters in callbacks. - The new callback system is great, but would be even better if it let me specify parameters and values that would get passed to the callback.

3. Anything to reduce memory allocation - Right now NGUI cameras seem to allocate a bit of memory on every frame. Roughly twice as much as regular cameras. Anything to improve this or other areas where memory can be allocated would be really useful.

4. Improved sprite atlas management -- NGUI's atlas maker is very bare bones. Along with dicing (as mentioned in #1), it would be great to see the following features:
A: Per sprite materials
B: Sprite previews in the window
C: Automatic multiple-resolution altas generation

5. Built in support for multiple resolution textures (based on device). The textures should get loaded from resources or an asset bundle so that unused ones don't take up memory.

6. PNG atlas support

NGUI 3 Support / Re: UILabel text with color bug in 3.0.3?
« on: October 28, 2013, 06:35:15 PM »
Same bug here.

NGUI 3 Support / Re: Dynamic font randomly don't show properly
« on: August 23, 2013, 05:36:11 PM »
I've posted a patch to fix the problem at the following link:

I've tested that patch with LG Optimus-G and checked it works fine.

It would be appreciated if there is anyone who dare test that patch and let me know the result.

And any feedbacks are welcome.

Thanks to @myevan_ for providing the patch.  :)

This is working for me!

We have several clipped panels in our application where the clipping height of the panel is increased with a tween in order to reveal contained elements.

This works fine on all iOS and most Android devices, but on many Android devices we've found that some contained elements are invisible once the panel has expanded to the point where they should be visible. In most cases, switching the clipping mode to Soft Clip fixes the issue but even then some devices still have the issue.

We've found that the following devices fail to reveal contained elements when the panel clipping mode is set to Alpha Clipping:
Nexus 7 (4.2.2)
Nexus One (4.1.2)
Galaxy S4 (4.2.2)
Galaxy S3 (4.1.2)
Xperia ZL C6506
HP TouchPad

The following devices continue to fail to reveal contained elements when the panel clipping mode is set to Soft Clipping:
Xperia ZL C6506

Our guess is that these devices have some sort of GPU optimization that culls elements contained in a clipped panel, and that this culling is not correctly disabled when the panel size expands.

Any suggestions on how to fix the issue?

Thanks in advance!

NGUI 3 Support / Re: Dynamic font randomly don't show properly
« on: August 16, 2013, 04:41:26 PM »
This definitely seems like it only affects XHDPI devices (320 pixel density). We've been able to consistently reproduce it with the Galaxy S4, HTC One, HTC One X in the english language version of our game.

Thanks ArenMook. In my case my unlinking code is in an editor class so I don't think I can use a coroutine like you suggest, or if this even applies to what I'm doing.

I've experienced the same thing. I have a script that goes through all of our reference atlases and nulls out their target before I do a build then I load the appropriate atlas at runtime. All of the textures are put into asset bundles, so I see right away if a texture gets put into the project when it shouldn't be. (Using the Build Report tool available on the Asset Store).

It seems like removing the target from a reference atlas doesn't always kill all the references to the texture. Maybe a UISprite or UIPanel still holds on to something it shouldn't. Doesn't happen with all of my atlases, just some of them consistently. The fix has been to actually delete the HD texture, material, and UIAtlas prefab from the project then re-import them. It's a bit tedious, so I only do it before production builds. Maybe this is even something that can be automated.

I've experimented with using the new Profiler in Unity 4.2 to try to track this problem down but haven't found the cause just yet. I was hoping the latest version of NGUI would fix it but I believe it hasn't.

Ha, well yes that would work. But we need to support a bunch of non-latinized languages so we're forced to use dynamic fonts.

It would be great if NGUI came with a way to do some effects like this:

I see that the above link requires the fonts to be in a distance map though, so I imagine some work would be required to make them work with dynamic fonts.

NGUI 3 Support / Dynamic font outline not contiguous on larger fonts
« on: June 10, 2013, 10:28:38 PM »
Hi, I've noticed that larger outlines on large fonts sometimes develop gaps at the corners of each letter. I attached an example screenshot.

Not sure what's causing it. Any help in preventing this from happening is would be much appreciated.


I experimented with it a bit more and I see now that the outline is created by basically drawing two overlapping shadows underneath the character, and that can lead to this problem if the distance is too big.

Reducing the outline distance makes this problem much less noticeable. But I wish there was a way to be able to get thicker outlines without this problem.

NGUI 3 Support / Re: NGUI + 2DTK ?
« on: June 05, 2013, 11:22:57 PM »
We implemented a tkUISprite that displays 2dtk sprites inside NGUI Panels. Was mostly straightforward. Supporting dicing was the trickiest part. May be able to post code if coworkers are OK with it and there's any external interest.

Definitely interested. I really like TK2D's sprite dicing feature and the way it supports multiple resolutions. Would be amazing to be able to use those in features in NGUI.

Yes, of course. I think that some value referencing the HD atlas gets saved inside either the Sprite or the Reference Atlas, and in some cases that reference is not properly cleared up. The sprite or atlas that's causing the problem may have previously pointed to the HD atlas, so that's when that reference might have been created.

I've tried to debug the issue myself, but haven't been able to track down exactly what might be causing it yet.

The video will show you what I mean. I just uploaded it to an unlisted youtube URL and sent you that.

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