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NGUI 3 Support / Re: Follow UISpite type: Filled
« on: January 30, 2015, 09:22:33 AM »
I'm not sure, but I think, you must calculate your dynamic distance (radius) based on image pixels count for current angle.
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OnMouseDown is a Unity event, not an NGUI event.
NGUI's equivalent is OnHover (bool isOver).
World type events are not based on NGUI's depth. If you set the event type to UI, then it will be depth-based. World type means it's based on the Z position.
Start a new scene, and add a sprite (ALT+SHIFT+S). Note that although you have a main camera and a newly added UI camera, there is only 1 draw call present. This is because the main camera doesn't draw anything (there is nothing visible).
So all I can tell you is -- check what's drawn by your main camera.
Not seeing it on my end.
Got it, found the issue with the blur, will fix.
I am not seeing this issue in the scroll view example btw.