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Messages - syslord2k2

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NGUI 3 Support / Re: Block events after button click
« on: April 03, 2014, 02:56:37 AM »
Hi guys,

thanks for the responses, i had that idea myself but it seemed too much effort since i had to do extra colliders for every button and activate and deactivate  components to handle them.

I ended up adding a shouldProcessEvents public bool to the UICamera that would return the update function in line 963 if it was false and created a component that i added to every button that would set it to false, wait for a given amount of seconds and then set it to true again.

Works like a charm but of course i have to be really careful with NGUI Updates now :)

NGUI 3 Support / Block events after button click
« on: April 02, 2014, 04:10:32 AM »
Hi everybody,

i am sorry if this question was already answered but i didn't find it with the search function.
So i have these buttons that play a tween and then disappear but i don't want the user to be able to press another button while the tween is playing.
Is there a possibility to tell ngui to not process touch events?

Best regards


NGUI 3 Documentation / Re: Localization system
« on: March 11, 2014, 05:07:16 AM »
It seems that in germany semicolon is the standard setting for list seperators, i had to change it to comma in the windows regional settings so excel would give me csv... thanks for the help

NGUI 3 Documentation / Re: Localization system
« on: March 10, 2014, 11:57:20 AM »
I tried to use this system but it didn't work at all. After doing some logging i found out that it would only ever read the first line and nothing else. I attached the used Localization.csv and hope that somebody can help me.

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: December 18, 2013, 11:30:25 AM »
I already added this myself but the updates keep overwriting it:

Delay for the UIButtonActivate because you sometimes want to do something to the button first (shake it or so) and activate/deactivate things after the tween. I know that you could use the notify feature to achieve the same functionality but that means writing a script for it etc... :)

NGUI 3 Support / [Bug] Loading/Unloading of reference atlas
« on: November 19, 2012, 09:31:05 AM »

When using a reference atlas for a Widget that will be instantiated while being inactive, the replacement atlas that was used for the creation of the widget will be used instead of the current replacement atlas, this caused me quite a headache due to heavy ram usage.

How to reproduce:

- Create an HD and an SD Atlas
- Create a reference atlas and set the HD as replacement
- Create a UI with a widget, use the reference atlas for the widget
- Set the widget to inactive and create a prefab from it
- Delete the widget in the scene
- Write a script that switches the reference atlas's replacement to sd and attach it to the root of the menu
- Add some lines to the script that instantiate the widget
- Run the scene
- Select the HD atlas texture in the project folder, go to Asset > Find References in Scene, notice how the widget references the hd atlas although it shows the reference atlas as atlas and this is switched to sd
- Activate the widget, notice how now all references to the hd atlas are deleted and it now uses the correct replacement although the used atlas didn't change.


Instead of setting the widget to inactive, let it be active at the time of Instantiate but add a script to it that calls gameObject.SetActive(false) (Unity 4) or gameObject.SetActiveRecursively(false) (Unity 3.x) in the Start() function

I now changed to hard clipping but the only change is that instead of all the items slowly disappearing (fading out) they now disappear in an instant which would be the correct behaviour if it were for every item in the grid and not the whole grid as once.

I also double checked and can now confirm that the orange outline is my UIGrid (named "Grid" in the image). I also double checked with some other draggable Panels i use, they have got the same settings but work without any problem.

Thanks for the answer. You can see my clipping area in my image (the purple frame), i don't think it's too big. All my Items have size 1,1,1 except for the labels itself which got the according text size.


i want to build a highscore and encounter the problem that the soft clipping somehow seems to group alle Widgets in one group and changes the alpha of all items instead of the single items, i have attached an image to show the effect. I have several other draggable panels with clipping where i don't have this kind of problem, did somebody maybe have equal experiences and came up with a solution?

Best regards


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