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Messages - JumpCore

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NGUI 3 Support / Re: About moving ui object
« on: September 20, 2014, 03:49:20 PM »
Quote
FIX: Handles will now automatically hide when multi-editing widgets, allowing you to use the transform move.

Just saw this - which seems like a good solution.

Wonder if it'll make a difference in my problem child of a project . . . hope so . . .

FWIW, I still think the idea of multi-editing with widget handles is a cool one - as in, grab multiple widgets then move them together, scale them together, or rotate them together with any of their handles. Would be handy for placing and arranging sets of widgets.

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NGUI 3 Support / Re: Never use Instantiate(). Use NGUITools.AddChild.
« on: September 20, 2014, 03:41:01 PM »
Quote
Think of the children! Save a life by using AddChild instead.

Hah! lol

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NGUI 3 Support / Re: About moving ui object
« on: September 20, 2014, 03:37:42 PM »
Was able to verify that this handle option work-around works fine in another project. Not sure what strange combination of things is making the standard Unity gizmo not show up after disabling handles in the Undead Overlord project, but apparently I *am* the only one having that problem. :-)

Still, multi-drag for multiple selected widgets without having to dig into the options would be a nice addition.

Thanks, as always, Michael, for the ongoing NGUI improvements . . .


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NGUI 3 Support / Re: NGUI 3 - resize handles cannot constrain dimensions?
« on: September 20, 2014, 03:31:30 PM »
Did this one ever make it in?

If so . . . I can't seem to find the right hotkey combo.

If not . . . +1 for a hotkey to constrain aspect ratio when resizing widgets.

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NGUI 3 Support / Re: About moving ui object
« on: August 30, 2014, 10:47:02 PM »
Not sure what to say to that, other than to try and restate the problem . . .

I'm Unity 4.5.3, and when I turn off handles in the NGUI options, every object that has a Widget (generally a UISprite or a UILabel in my case) refuses to draw the standard transform move gizmo. It will display the standard transform rotate gizmo, and it will display the standard transform scale gizmo, but the standard transform move gizmo does not display at all.

Here are some images to illustrate the problem better, in case I'm just doing a bad job explaining it. Probably I'm just being clueless about some aspect of how this is supposed to work, but at the moment I cannot see a way to move multiple widgets at once if I cannot access the move tool gizmo.

Object (UISprite) with handles turned on, move tool selected:



Same object with handles turned off, rotate tool selected, and standard transform rotate gizmo displaying correctly at local origin:



Same object with handles turned off, move tool selected, and standard transform move gizmo nowhere to be seen:

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NGUI 3 Support / Re: About moving ui object
« on: August 28, 2014, 11:40:36 PM »
+1 for dragging multiple objects at once

Thanks for pointing out the options setting work around - but when I turn off the handles, I still don't get a translation gizmo on objects that have a Widget. The rotate and scale gizmos show up where I would expect the local origin to be, but for some reason no translate gizmo. Which is a problem, of course.

Anyone else get this behavior, or is it just me? Tried restarting Unity, too, just in case, you never know - but no such luck. :-)

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NGUI 3 Support / Re: 364 -> 368 upgrade messes up anchors
« on: August 06, 2014, 06:42:54 PM »
Thanks for the feedback, Michael.

We wound up reverting back to 3.6.0 as the easiest short term solution, and I haven't had a chance to test it any further yet. Will try to remember to check back in here with more info when that happens . . .

FWIW - I've been using multiple UIRoots with multiple UICameras to implement different sections of a UI since I first started working with NGUI, and have never noticed any trouble with it until now. I was under the impression that the culling mask and event mask settings made that okay, and never realized it was a questionable practice.

And now that I think of it, we just added a third party minimap plug-in that features NGUI integration, and the plugin uses its own UIRoot and UICamera as well. So it seems like maybe it would be a good thing for multiple UICameras to continue to play nice together going forward. Will get you some more information towards helping to make that the case, as soon as time allows.

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NGUI 3 Support / Re: 364 -> 368 upgrade messes up anchors
« on: August 01, 2014, 04:22:23 PM »
We are experiencing horrible problems with our anchors as well.

Our update was 3.6.0 to 3.6.8, iirc.

Looks to be very similar to what dominus85 is seeing.

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Misc Archive / Re: Indie Development - Undead Overlord
« on: July 09, 2014, 06:11:23 PM »
Reanimating this thread to say that Undead Overlord is going to be available on Steam Early Access in just over a week.

Store page is here: http://store.steampowered.com//app/291370

We are still using NGUI, and still consider it a key element of our development.

Thanks, once again, for an excellent product - and perhaps more importantly, thanks for the regular and continued improvements and fixes to said product.

Cheers!

     ->Cameron

P.S. See you in Seattle for Unite this year?


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NGUI 3 Support / Re: NGUI3.0.5 confuses perforce source control
« on: January 29, 2014, 05:28:13 PM »
Took me a while to circle back around on this, but wanted to say thanks for sorting that out, and thanks even more for pushing out the quick fix in 3.0.9 f3 - that seems to have done the trick! Cheers!

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NGUI 3 Support / Re: NGUI3.0.5 confuses perforce source control
« on: January 20, 2014, 08:55:08 PM »
We're using SVN, not perforce, but we're experiencing a similar issue.

After recently (finally!) getting around to updating our project to use NGUI 3.0.x (and also switching over all our labels to using dynamic fonts, fwiw), our prefabs that we use for our game's UI are getting flagged as changed without any changes having been implemented. This is after the initial upgrade changes have been checked in, and we even checked them in additional times thinking that perhaps we (or NGUI) missed them during the upgrade somehow, but they continue to get flagged as changed.

Found this thread while checking to see if anyone else was having similar problems . . .

Thanks in advance, Michael, for any further wisdom you might lend as to how we can get this sorted!

We're currently using Unity 4.3.3 and NGUI 3.0.8f7.

     ->Cameron

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Misc Archive / Re: Indie Development - Undead Overlord
« on: October 03, 2013, 03:01:50 PM »
Quick head up for anyone interested in Undead Overlord - our Kickstarter is now live!

http://www.kickstarter.com/projects/2026030428/undead-overlord-you-are-the-horde

Any help spreading the word about the game would be massively appreciated . . .

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Misc Archive / Re: Indie Development - Undead Overlord
« on: August 15, 2013, 12:06:41 PM »
Always room for improvement in an indie game, right?

Thanks for the feedback!

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Misc Archive / Re: Indie Development - Undead Overlord
« on: August 14, 2013, 04:09:34 PM »
Took a little while, but our Team page is live now - including the obligatory zombie versions of the team members' pics, which are really fun!

Have a look if you're interested:

www.undeadoverlord.com/team.html

Also, our first gameplay trailer went up on Youtube a couple of weeks ago. So you can see some of the Undead Overlord characters and environments in action:

https://www.youtube.com/watch?v=IeMw6aRoatw

People tend to be enthusiastic about the game when they see it, which is great. Our main challenge now is to get the word out to more people. So any links or likes or +1s or shares of any kind from this community would certainly be much appreciated!  :)

Cheers,

     ->Cameron

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Misc Archive / Re: Indie Development - Undead Overlord
« on: July 25, 2013, 02:03:35 AM »
Thanks kevork! Glad you think so!

That's a fine suggestion, too - and funny you should mention it. Our second pass at a "team" page went up internally yesterday. After some review/feedback and a third pass, that will go live soon.

Clearly, great minds think alike.   ;)

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