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Messages - kitgui

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1
NGUI 3 Documentation / Re: UIScrollView
« on: July 05, 2014, 04:28:34 AM »
Hey ArenMook, I've been working on a scrollview which dynamically adds elements to itself, with a Vertical Grid for repositioning newly instantiated elements.

I've noticed that when the Scroll Bar option Show Condition is set to OnlyIfNeeded or WhenDragging, the scrollview will start in odd positions sometimes (scrolled down from top by about 1 element's height), but if I set it to Always, that doesn't happen.

It's not a critical bug, I can live with Always, but I thought you should know.

2
Just putting my two cents into this discussion, the UITable script appears to start positioning it's elements always beginning from it's own position, leading downwards and to the right.

So if you move your UITable GameObject to the upper-left bound of your Scrollview, you might get what you want.

3
NGUI 3 Support / Re: Scrolling list with selected item
« on: March 18, 2014, 03:38:31 AM »
Try a vertical scrollview with nested buttons.

If you look in NGUI sample scenes, you'll find how to do it

4
Sorry for raising an old thread, but I'm trying to figure out how to display particles over NGUI Sprites.

How do I affect the draw order of shaders?

5
I nest Labels within a containing Sprite all the time. Is this a bad thing?

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NGUI 3 Support / Re: Do not understand Scrollview
« on: February 04, 2014, 03:40:06 PM »
NGUITools.AddChild is recommended instead of gameObject.AddChild, as it makes sure your hierarchy still works for NGUI

7
UICamera.currentTouchID tells you which button was clicked.

Without more context, I can only assume you want to know which button was clicked.

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NGUI 3 Support / Re: Putting a 3D object in a panel
« on: January 15, 2014, 03:59:32 PM »
Yeah just position the 3D model between your 2D panel and the camera

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NGUI 3 Support / Re: NGUI 3.0.8f7 update issue : currentTouch = null
« on: January 14, 2014, 07:49:26 PM »
You are right that I'm handling input myself, I needed each player to have their own controller-specific menu.

Sadly, the copy of UIKeyBinding I have contains the same Update() function you posted, but the issue still persists.

Could it have something to do with UIButtonColor executing before UIKeyBinding?

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NGUI 3 Support / NGUI 3.0.8f7 update issue : currentTouch = null
« on: January 14, 2014, 04:31:27 PM »
I after updating, I found that the placement of some menu elements are a little off - no problem, I can just move them again - and UIButtonColor is now throwing a NullRefException.

I pinned the issue down to line 171 in UIButtoncolor.cs :
  1. else if (UICamera.currentTouch.current == gameObject && UICamera.currentScheme == UICamera.ControlScheme.Controller)

I haven't yet gone and looked at how NGUI has changed that I would now be getting this issue, just thought I would post it in case someone knows a quick fix.

Thanks in advance!  ;D

11
How does LoadLevelAdditive work? When I looked at it, I found there isn't any documentation to tell you how it behaves beyond "Loads levels without unloading the current level" and no settings you can use to affect how it behaves.

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NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: December 17, 2013, 03:16:10 PM »
As far as I know, stencil buffering is disabled in unity free, but it can be simulated with the use of multiple cameras

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NGUI 3 Support / Re: GUI vs NGUI
« on: December 17, 2013, 02:53:31 PM »
It sounds as if you are concerned with dynamically creating a lot of gameobjects or pooling a lot of gameobjects that defines your maximum.

Both operations are quite small and efficient, and furthermore you can use co-routines to add them gradually rather than locking the thread until all are created, or a loading screen to hide the initial pooling.

NGUI uses persistent gameobjects as UI elements as you already know, so you should almost never be destroying and recreating them, and this isn't one of the rare scenarios in which you should. You can use events to change the state of your UI, or poll it on update, you don't need drawing code.

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NGUI 3 Support / Re: Regular model in between NGUI layers?
« on: December 16, 2013, 08:17:51 PM »
Have you tried using another separate NGUI camera and layer for the NGUI Popup?

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NGUI 3 Documentation / Re: UILabel
« on: December 16, 2013, 05:25:17 PM »
Is there a current guide on how to do emoticons?

EDIT : Nevermind, I found the Chat example and saw how you did it :)

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