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Topics - joduffy

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NGUI 3 Support / NGUI Box Collider keeps resizing
« on: October 24, 2015, 07:13:48 PM »
Hi Guys,

I want to increase the box collider around my button.
But When I increase the size and reload the level, the collider keeps shrinking down to fit the button again rather than maintain the size I have set.

Is there anyway to override this?

NGUI 3 Support / Gaps in Texture and alignment issues
« on: August 20, 2015, 10:59:03 PM »

I created an atlas for NGUI based on the asset UI Builder from the store (currently only supports IGUI). But I noticed that this is this strange transparency border around the images.

The other problem is I can't get elements to align properly. So in some cases there is a gap when there shouldn't be and in other cases there is overlap of widgets when they should be snapped aligned and not overlapped. The sprites also don't fill some of the widgets fully even when anchoring used and they are just sqaures.

Any help would be greatly appreciated  :)

I have attached an image I hope explains.

Other Packages / NGUI: HUD Text clear function
« on: July 25, 2014, 11:17:29 PM »
Hi Guys,

I just wanted to know if there was a way of clearing text from the package addon HUD Text.


Other Packages / HUD Text Timer / point scale for cooking mini game
« on: June 07, 2014, 05:50:11 AM »
Hi Guys,

I am trying to create a custom script for playmaker that will have points increase over time and display it via the HUD Text plugin.

So I would have 3 states in playmaker.

#1 would go +1 +2 +3 +4
and you would exit out of this state via a wait action

#2 would have the +5 pause for a few seconds to allow people to get the optimum score

#3 would start taking away points +4 +3 +2 +1

Hope this makes sense what I am trying to do. Basically there is a cooking mini game and I am trying to show the points above the food. You get less time if you take it out too soon or too late.

  1. using UnityEngine;
  3. namespace HutongGames.PlayMaker.Actions
  4. {
  5.         [ActionCategory(ActionCategory.ScriptControl)]
  6.         [Tooltip("Call Add of HUDText.")]
  7.         public class HUDTextNumbers : FsmStateAction
  8.         {
  9.                 [RequiredField]
  10.                 [CheckForComponent(typeof(HUDText))]
  11.                 public FsmOwnerDefault gameObject;
  13.                 public FsmFloat value;
  14.                 public FsmFloat addValue;
  15.                 public FsmFloat results;
  16.                 public FsmColor col;
  17.                 public FsmFloat timeBeforeNextText;
  18.                 public FsmFloat timeBeforeFade;
  20.                 private float timer;
  22.                 public override void Reset()
  23.                 {                      
  24.                 }
  26.                 public override void OnUpdate()
  27.                 {
  28.                         // check that we have MyScript referenced
  30.                         GameObject      go  = Fsm.GetOwnerDefaultTarget(gameObject);
  32.                         if (go == null)
  33.                         {
  34.                                 return;
  35.                         }
  37.                         HUDText hudtext = go.GetComponent<HUDText>();
  39.                         if (hudtext == null)
  40.                         {
  41.                                 return;
  42.                         }
  44.                         timer += Time.deltaTime;
  46.                         if (timer >= timeBeforeNextText.Value)
  47.                         {
  48.                                 timer = 0f;
  50.                                 results = value.Value + addValue.Value;
  51.                                 hudtext.Add(value.Value + addValue.Value,col.Value,timeBeforeFade.Value);
  52.                         }
  53.                 }
  55.         }
  56. }

NGUI 3 Support / NGUI custom input settings
« on: April 25, 2014, 03:56:53 AM »

I want to create a custom settings menu with NGUI to allow the user to change the standard controls to whatever they like.

Is there a way in NGUI to list all the keycode so I can then store it in a player pref.

I know I could do it through an input text field, but im worried if they type the wrong keycode in and break the controls.

Thanks for your time guys.

Hi guys,

I am creating a 2D game.
Everything is done but I want to change the way I do one part. I am currently applying a texture to a plane object and having it act as the background for my game.

What I would like to do is replace this with an ngui simple texture.

I have tried to create my own shader but I am new at it and the results were not that good. I also tried to setup two uicameras. One for the standard ui elements and another for the background.

To get one uicamera to work as the background I just change its depth. The problem is the simple texture keeps updating or changing from background layer to gui layer at runtime.

Any ideas on how to fix this?

NGUI 3 Support / One size fits all interface
« on: December 30, 2012, 09:51:15 PM »

I got 2 questions which are tied together. Is there anyway I can lock parts of my UI to sections of the screen or have the interface scale up and down.
For example:

If I want a menu always along the top and a status bar at the right side of the screen. Is it possible to make the NGUI components dynamic in that they will always follow(be glued) to these sections.

If I make one interface is it possible for them to scale up and down. I know this affects the pixel perfect component of NGUI. I just wanted to know if it was possible.

NGUI 3 Support / Popup list is just an empty gameobject - BUG
« on: December 08, 2012, 08:30:45 PM »
Hi Guys,

I think this could be a bug. But when I create a popup list or menu it spawns as an empty gameobject.
I can go and add all the components manually but just wanted to know if anyone else had this problem and if there is a way to fix it.

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