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Messages - artician

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1
NGUI 3 Documentation / Re: UIWidget
« on: August 23, 2014, 07:34:20 PM »
I'm using PlayMaker with NGUI, and I'm unable to figure out how to access the Anchor property on a UIWidget object.  PlayMaker has a Set Property function that exposes the properties in an object, but I can't find anything relating to UIAnchor anywhere.  Can anyone clear this up for me?

2
NGUI 3 Support / Re: Please bugfix 3.6.0b1
« on: July 09, 2014, 03:07:16 PM »
Unfortunately, no.  No source-control in effect, and it's happening with a whole new project (which I created to test with). 
It has worked in the past in other projects, but not my most recent one, and not in the test project I created to test the issue immediately afterward.
My drive is not full and there aren't any other ways I can think to test this.  Since I've been able to reproduce this in a fresh project, I'd be willing to send it to you if necessary.
Thank you for the response and continued support, I really appreciate it.

3
NGUI 3 Support / Please bugfix 3.6.0b1
« on: July 08, 2014, 04:46:00 PM »
I'm still encountering showstopping issues in the last compatible version of 3.6.0b1 with Unity 3.5.7f6.

Even if I create a new project I'm unable to generate new Atlases or Fonts.  This is the resulting error message:

  1. UnityException: Creating asset at path E:/_Projects/gameDev/XXXXXX/gameData/Assets/gui/font/playtime128_outline.mat failed.
  2. UIFontMaker.OnGUI () (at Assets/NGUI/Scripts/Editor/UIFontMaker.cs:438)
  3. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

I know you don't 'officially' support this version now but I'd appreciate, well, some support I guess.  If not, please let me know what the previous, verified working version of NGUI was with 3.5.7f6.

Thank you.

4
NGUI 3 Support / Re: Atlas size confusion
« on: May 29, 2014, 11:39:23 AM »
Returning to stand-alone platform fixed it.  Thank you for your suggestions, and sorry for being a pest, but I was really stuck and had no further avenues to pursue other than to rebuild a large chunk of my work.

Thank you again.

5
NGUI 3 Support / Re: Atlas size confusion
« on: May 28, 2014, 12:08:07 PM »
Being kind of fed up with this, I decided to just go ahead and create a new atlas.  I am unable to do that as well.  Creating a new atlas produces this error in the Unity log:

UnityException: Creating asset at path E:/_Projects/gameDev/alphaBlast/gameData/Assets/cAssets/gui/atlas/failAtlas.mat failed.
UIAtlasMaker.OnGUI () (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:893)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

Please help, this is fundamentally blocking the release of my project.

6
NGUI 3 Support / Re: Atlas size confusion
« on: May 28, 2014, 11:41:45 AM »
I did that upgrading from 3.5.1 to 3.6.0, but I repeated the steps now to be sure, and I am still receiving the error "The selected sprites can't fit into the atlas" when I attempt to remove one.

7
NGUI 3 Support / Re: Atlas size confusion
« on: May 27, 2014, 01:09:41 PM »
I'd still like to solve the bug issue though. 

You know that I ran into the versioning conflict between unity3.x and the latest NGUI release, but I reverted my project to a previous backup package before that happened, so this issue wasn't caused by this.  Because of the versioning conflict my project did change folders (created a new project and opened the backup package in it).  I then updated NGUI 3.6.0b1, probably from the version immediately preceding it.

Other than that, those are the only real changes between this oddness and what was initially a working NGUI toolset.  What can I do to completely eliminate NGUI from my project, reimport it, and still retain the atlases and font connections?  Can you suggest anything else? 

8
NGUI 3 Support / Re: Atlas size confusion
« on: May 26, 2014, 01:09:36 PM »
One more update: I saw something I hadn't before when choosing a font to use for a new Panel:



I've never see this popup define fonts as "Embedded" or not.  If that's always been that way, I've never seen the two at the same time (meaning I probably overlooked it before when it was all "Embedded" or all displaying the font path).

Regardless, if it's using "Embedded" to define what fonts are in the game atlas, that's incorrect, because the "playtime_512" is the 2048^2 size font you can see in the atlas screenshot I provided.

Additionally, for the fonts that display their filepath, there is no such path in my project that begins with "cgui/..."  Even if it's truncated from something else, there is no such path.

Let me know if there's some meta-data somewhere that stores asset filepaths for NGUI.  Hopefully that helps debug the issue or give you guys some ideas for me to try.  I'm trying to move forward in the areas of my project until the original bug is figured out, but NGUI is pretty determined to screw me up it seems.  :(

Thank you as always.

9
NGUI 3 Support / Re: Atlas size confusion
« on: May 26, 2014, 12:54:39 PM »
Okay, I just tried removing a sprite from the atlas, and received the same error.

"The selected sprites can't fit into the atlas.
Keep large sprites outside the atlas (use UITexture),
and/or use multiple atlases instead"

10
NGUI 3 Support / Re: Atlas size confusion
« on: May 26, 2014, 12:49:32 PM »
Yes, the large font at the bottom is 2048^2.  I have two fonts in the game.  The second is 1024x512.  There should be more than enough room in that atlas, and it appears there is given Nicki's testing, I just have to figure out why it's complaining on my version.

11
NGUI 3 Support / Re: Atlas size confusion
« on: May 24, 2014, 06:30:50 PM »
Yeah I had checked the alpha channel just to be sure.  I'll see about packaging it up and be back.  Thanks for the help.

12
NGUI 3 Support / Atlas size confusion
« on: May 24, 2014, 05:41:48 PM »
Hi,
I'm trying to place a new font into an existing atlas, but when I do so NGUI tells me it's too large to fit.  My atlas is currently 4096^2, and the new font is 1024x512.  As you can see below, almost 75% of the atlas is not in use, so could you perhaps tell me why I'm receiving this error?



Thanks.

13
NGUI 3 Support / Re: Anchors not working
« on: May 24, 2014, 08:53:46 AM »
Thank you for the suggestions, that works wonderfully.

14
NGUI 3 Support / Re: Anchors not working
« on: May 23, 2014, 05:35:23 PM »
So I should be able to set my anchors, and at runtime set my resolution, and have confidence that it will adjust correctly?  I don't have a lot of devices to test with so it's difficult for me to verify it on my end.  If I'm wrong about that please let me know.  Otherwise, thanks very much for the clarification.

15
NGUI 3 Support / Re: Anchors not working
« on: May 23, 2014, 05:03:51 PM »
Anchors are still not working in my scene after creating a new UI with the latest versions of NGUI.  Please help.

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