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Messages - hellobard

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NGUI 3 Support / Re: InControl + NGUI
« on: August 09, 2015, 01:56:25 AM »
Ah of course, now I understand how the script works.
Wonderful, thanks for taking the time to explain it further.

NGUI 3 Support / Re: InControl + NGUI
« on: August 06, 2015, 01:43:08 AM »
I just tested this with my UI and it doesn't seem to work with a 360 controller at least, just the left analogue stick working.
Have you tested this on your setup, ArenMook?

NGUI 3 Support / Re: InControl + NGUI
« on: August 05, 2015, 03:35:54 PM »
Wonderful, thank you very much for taking the time to write the code!

NGUI 3 Support / Re: InControl + NGUI
« on: August 05, 2015, 08:04:58 AM »
Check the end of the script I posted, the GetAxis function. If you want your D-Pad to behave like your thumbstick, you will need to modify that function.

Thanks for the quick reply!
At the risk of sounding like a total programming newbie, but how exactly would it be modified?
I see there are references to the Dpad in that section, but I don't quite understand how to connect with how the analog is controlling the UICamera.GetAxis.

NGUI 3 Support / Re: InControl + NGUI
« on: August 05, 2015, 06:30:13 AM »
Thanks for posting this setup, it works very well with InControl.
I was just wondering, I can select menu items with the analogue stick but I can't seem to get the D-Pad to do the same (using a 360 controller on a Mac). The D-Pad works fine during gameplay, so I guess I just have to make NGUI read it.  Is there something I can do to modify this script to make it work?

NGUI 3 Support / Re: Feature: Force upper case
« on: March 11, 2014, 04:00:23 AM »
Ah fantastic, thank you very much :)
I wouldn't say that an option for uppercase would make it cluttered. It's like the text tool in Photoshop, it's got everything I need within the same size as the UILabel ;)

NGUI 3 Support / Re: Feature: Force upper case
« on: March 10, 2014, 03:54:37 PM »
I'd like to revive this feature request.

I'm using NGUI's excellent Localize function with a CSV database, and the only way for me to get a label in upper case is to actually change my localization database. In most cases, I don't want my text in uppercase when I pull something from the CSV, but in the cases I do, it's incredibly cumbersome to have to hack this. It would be a simple drop down list for the UILabel (Upper case, lower case, none) and very useful for us designers.

While I'm at it, maybe the UILabel could get a feature for having shadows AND outlines at the same time. Also a mod of the outlines to decide if the outline goes outside, inside or center like in Photoshop would be incredibly useful. Obviously I could do this with a bitmap font, but I've got quite a few atlases already and would love to be able to save memory this way.

I've got to agree with vexe here, the previous anchor system was intuitive and easy to understand.
the new system is very hard to get working properly. how about making a specific mode for just the old way the anchors worked? it would make it easier for newcomers and faster for everyone else.

NGUI 3 Support / Re: Doubt with Fixed size on mobiles
« on: December 12, 2013, 03:53:54 PM »
Guys, you should get Retina Pro from the asset store and learn about atlas switching. You can do it without Retina Pro, but it's a lot easier with it.
For pixel perfection, atlas switching is the only way. It's a giant headache to get every device working though, so be prepared.

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: December 11, 2013, 05:30:25 PM »
Love the new updates in NGUI 3.07, some really great advances happening here.

A lot of people have chimed in on this as well, but here's my vote too:

- Automatic multiple-resolution altas generation and handling of all different resolutions on different devices for pixel perfection
 Right now I have to use Retina Pro to get pixel perfection, and that is a great plugin but it's really something NGUI should be doing.
Even with this great plugin, I still have to manually send updates to update anchor sizes so that they fit the specific device. Also, for disabled panels that suddenly come into play, I have to manually run a script that updates the sprites to pixel perfection.

Having this handled by NGUI automatically would make me scream "ARRRRRGHHHHHHHH!!!" a lot less, which I think would be great news to my family and neighbors).

NGUI 3 Support / Auto-resize the widget's box collider
« on: November 16, 2013, 02:54:58 PM »

I was wondering where I can find more information about the new feature to "auto-resize the widget's box collider". It sounds very interesting, as I have a problem that relates to this.

My problem is with panels that are disabled at the start of my game. When enabled in-game, their colliders do not automatically resize to the size of the sprites on the buttons. I am using RetinaPro's script that makes these colliders switch to the correct size, however this creates a visual pop that interferes with my Tweens.

NGUI 3 Support / Feature request: UIToggle click on/off
« on: October 31, 2013, 04:06:47 PM »
Hey ArenMook,

I just wanted to add a feature request, up to you whether you deem it worthy of inclusion or not of course.

I have a list of goals in my level with checkboxes that are turned on or off after a user completes certain tasks. These goals can be viewed in the pause menu, and I do not want the user to be able to turn them on and off himself. I am using the UIToggle for this, but I had to hack it and remove line 158 (void onClick...) to prevent the user from being able to do this.

So maybe the UIToggle could have a way to turn the onClick function on or off from the editor?
My problem is that I actually want to use the onClick function on my UIToggles in my Settings 

NGUI 3 Support / Re: How to update to the latest 3.0.3 Version?
« on: October 31, 2013, 03:47:25 PM »
spoke too soon, the 3.0.3 file just appeared. Oddly enough the 3.0.2 readme is still there when i import.

Edit: Just realized how to fix this. Just delete the 3.0.2 install package in your project along with any other files from the previous (3.0.2) import and the new files will show up when you click Import in the asset store again.

NGUI 3 Support / Re: How to update to the latest 3.0.3 Version?
« on: October 31, 2013, 03:46:29 PM »
i have the same problem. Tried deleting the old package that was downloaded in my Unity folder and redownloading. The package only contains the 3.0.2 version. Seems like the wrong package was uploaded, ?

Excellent, thank you!

Also, I was wondering if adding an extra panel underneath another panel adds extra drawcalls or if it they all get batched together?

Otherwise, just wanted to say thanks for a great update, NGUI 3.0 is great piece of software. Love how the depth issue was solved.

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