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Messages - 10FingerArmy

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NGUI 3 Support / Re: Unity 5 Bugs
« on: November 04, 2014, 03:57:06 PM »
I don't want to spoil the party, but since we already managed to get NGUI running in b11 what exactly is the reason you cannot reproduce it? Wouldn't it simply be a matter of importing it like we did and checking why the error occurs? Then we could already continue with our projects :-) I don't see it being related to an auto-update. Doesn't auto-update only fix compiler incompatibilities?

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NGUI 3 Support / Unity 5 Bugs
« on: October 30, 2014, 05:15:10 PM »
I imported my project into Unity 5.0b9. Some scripts in the NGUI samples have compile errors so I deleted them and then NGUI works. I have a weird effect though. All letters in my font are rotated, see screenshot below. Does anybody have an idea what could be the reason and what an easy way to fix this would be?

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Hi,

I am in the polishing phase of my game and I see very similar issues (25-70% in lateupdate). I am investigating why mobile is so slow and I can actually draw very good parallels from profiling on desktop vs. mobile. I did tons of build to compare and yes, one can derive meaningful optimizations from that and I can recommend to do so. Sure, some things will be different in the end but some major things can be found.

One really big one I found so far: keeping text crisp. I had it enabled for 7 big 3D texts on my menu and I was at 70% lateupdate. I disabled keep crisp and suddenly was back to 15%. What is the deal with crisp and is this drop expected or is there maybe an error in the logic or in my setup?

Cheers, Robert

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NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: February 23, 2014, 04:14:10 PM »
It would be great if there were more text effect options. The currently existing outline, gradient and shadow are a superb start but how about:

* outline AND shadow (with different colors each) in one text
* bevels
* materials for font and outline

Something that could be an inspiration here is the following thread: http://forum.unity3d.com/threads/227790-TextMesh-Pro!-Advanced-%28SDF%29-Text-Rendering-amp-Editor-Tool-Looking-for-Feedback

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NGUI 3 Support / Re: Elegant way for auto-adjusting box collider on button
« on: February 21, 2014, 02:59:54 AM »
@Ryan: that is actually the workaround I also sometimes do and it is kind of ok but still weird I think.

@ArenMook: wouldn't it be a nice option to drop the UIWidget on the root and then be able to specify that auto-adjust collider should also/only consider the size of child objects?

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NGUI 3 Support / Re: Elegant way for auto-adjusting box collider on button
« on: February 20, 2014, 04:32:30 PM »
How do you make that work if the UIWidget does not know the real dimensions? If I add a UIWidget to my root gameobject and activate auto-adjust the dimensions of the widget are taken (100*100 by default) and not the ones of the images lower in the hierarchy.

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NGUI 3 Support / Elegant way for auto-adjusting box collider on button
« on: February 20, 2014, 01:01:48 PM »
Typically a button for me consists of a root gameobject with a UIButton in it, the collider and and event handler. As child objects there are sprites, animations etc.

How can I achieve that the collider on the root object resizes to fit around child images that make up the actual button? I often end up moving the collider and event logic down to the biggest child object which is totally counter intuitive and not easy to maintain. Or am I using it incorrectly?

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I do have a UILabel with a box collider and activated auto-adjust in it's widget. This works fine in the editor. If I change the text at runtime though the collider does not change automatically. I have to call

text.GetComponent<UILabel>().text = "New Text";
text.GetComponent<UIWidget>().ResizeCollider();

to make it work which is unfortunate. Is there a way to have it resize automatically?

NGUI 3.4.9

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