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Messages - thePostFuturist

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1
Which shader corresponds to a regular UISprite chosen from an atlas?

I should also note that Unity's new nuGUI is unaffected. Both text and graphics render the same.

2
Hello,

I'm working with the Vuforia AR plugin, and NGUI Sprites keep getting garbled when used together: alpha channel gone (now black bg), letters in text become rectangles.

I've tried a few things, such as forcing Unity to include the shaders provided by NGUI, to no avail.

Vuforia creators think this might be due to the shaders' render queue: https://developer.vuforia.com/forum/unity-3-extension-technical-discussion/ngui-vuforia

This is something I haven't tested and am not even quite sure how to test.

Last thing: in the attachment screenshot you will see a garbled NGUI Sprite. Underneath it, however, is a texture that Vuforia uses, which preserves its alpha and seems to be unaffected.

Thanks for reading.

3
Ah, great, thanks.

4
Q1: OnStart, OnEnable and OnUpdate have the same problem of improper alignment.

Q2: I'm anchoring to the Panel.

Q3: Well, that depends. This is because I have a tween on the buttons, the value of which I assign dynamically on Awake() to subtract:

  1. void Awake()
  2.         {
  3.                 TweenPosition tween_position = GetComponent<TweenPosition>();
  4.                 Vector3 pos = transform.localPosition;
  5.                 tween_position.from = pos;
  6.                 tween_position.to = new Vector3(pos.x - 150, pos.y, pos.z);
  7.         }


So, I'm assuming all of this happens before the Anchoring method, thus assigning the TweenPosition values to simply whatever they were from the initial aspect ratio. Putting my code in a Start function will break the alignment as well.

5
'lo,

As the title states, new anchoring system + "fixed size" option on UIRoot respects the positioning of the widgets (sprite + buttons in my case). Upon compiling on an iPad 3 and iPhone 5, the anchors will only align correctly if the aspect ratio of the camera has been set to it's respecting dimensions. For example, if I choose 16:9 in the Game View dropdown, my UI will scale and position properly on the iPhone 5, but will go out of bounds on the 4:3 ratio on the iPad.

Seems that the camera's aspect ratio is not being updated upon compilation, anyone more clever than I (ArenMook?) can give me a clue on how to solve this?

6
Abandoned ship or will it compete with its own fork?

 :-\

7
NGUI 3 Support / Re: very strange UIDragObject raycasting interference
« on: October 30, 2013, 08:38:49 PM »
I'm certain this is a bug in NGUI 3.0.2:

I created two new Unity Projects from scratch, one importing NGUI 2.7, the other 3.0.2.
Once again, from scratch, I created two scenes that are more or less identical.

2.7 works without any hiccups, in 3.0.2 the aforementioned problem occurs.

I've uploaded both of these projects here:
[Link removed]

8
NGUI 3 Support / Re: very strange UIDragObject raycasting interference
« on: October 30, 2013, 09:16:37 AM »
That would make sense, except that it's set to -1 (setting it to a very large number doesn't resolve it either).

9
NGUI 3 Support / Re: very strange UIDragObject raycasting interference
« on: October 29, 2013, 07:46:08 PM »
If I disable the collider on the cube (the dragee), it is not detected.

The top left corner is being shown in the attachment, where with or without collider, the cube is not detected, only the plane.

Note it is being detected everywhere BUT that corner, but this is only specific to this scene, in most scenes it would simply not be detected.

10
NGUI 3 Support / Re: very strange UIDragObject raycasting interference
« on: October 29, 2013, 03:14:45 PM »
OK, I've re-created the scene from scratch, the problem is weird to say the least, and is mostly resolved.

The reason is say "mostly" is, in the game mode in attachment two, you will see the cube, and a plane underneath it. In attachment 1, you see where it is positioned on the y axis. The cube drags around, we have progress! However, not everywhere, as the top left corner it just gets "stuck". Nothing happens, the dragging seems be getting some interference from the plane below. The plane does not have any rotation applied to it.

11
NGUI 3 Support / very strange UIDragObject raycasting interference
« on: October 26, 2013, 12:43:29 AM »
Very simple setup:

Cube (with collider and UIDragObjectScript)
Plane underneath (with collider)

Cube drags fine...as long as there's no other object with a collider behind it, then it just stops working.

Any ideas?

12
NGUI 3 Support / Re: Grey outline around sprites
« on: September 30, 2013, 02:04:03 PM »
OK, I think I figured it out. All the sprites need to be added with none of the checkboxes enabled, with padding of 1 pixel.

13
NGUI 3 Support / Grey outline around sprites
« on: September 30, 2013, 11:51:44 AM »
As noted in the Subject, I'm getting a grey outline around all my sprites. I'm guessing this is some interpolation error, however I don't see an "apply" option in the Atlas Maker to apply the settings. Enabling the checkboxes seems to not do anything.

Obviously I'd like to get rid of it, can anyone advise a solution?

The material is set to GUI, Trilinear, True Color, 4096.

This is happening in the Editor, Play Mode, and when compiled on iOS.

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