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Topics - EToreo

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1
NGUI 3 Support / 3.0.8 f4 UIInput no text bug?
« on: January 05, 2014, 01:17:15 AM »
I upgraded to 3.0.8 f4 today and all my UIInputs stopped working.  Well, they work - they just don't display what you type (but what you type is there in the value).  Anyone else have this issue?

2
NGUI 3 Support / UIInput backspace crash
« on: November 26, 2013, 07:08:42 PM »
I type past the end of a input field and then press backspace to get this crash:

ArgumentOutOfRangeException: startIndex + count > this.length
Parameter name: count
System.String.Remove (Int32 startIndex, Int32 count) (at /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System/String.cs:1747)
UnityEngine.TextEditor.Backspace () (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/Export/TextEditor.cs:166)
UIInput.ProcessEvent (UnityEngine.Event ev) (at Assets/NGUI/Scripts/UI/UIInput.cs:504)
UIInput.OnGUI () (at Assets/NGUI/Scripts/UI/UIInput.cs:486)

3
NGUI 3 Support / UITable/UIScrollView Adjust position
« on: November 26, 2013, 06:36:55 PM »
I have a table and a scroll view that allows the player to vertically scroll though the cells in the table.  The player can swap out the entire content of that table by pressing a button.

When the content is swapped out, it is not "vertically aligned" to the top of the table - it starts somewhere near the center (it seems to have something to do with the amount of content that was there before and it's position before the swap happens).

Here is the code I am using to do this, what can I do to get the content to have the first cell aligned to the top of the visible table?
(The "rand" is a contrived example of the content being dynamic in size)
  1.  
  2.    for(int i = 0; i < Table.transform.childCount; i++)
  3.       Destroy(Table.transform.GetChild(i).gameObject);
  4.      
  5.    for(int i = 0; i < rand(5, 10); i++)
  6.    {
  7.       GameObject pNewGo = NGUITools.AddChild(Table.gameObject, Resources.Load("Prefabs/MainMenu/OptionsCellPrefab") as GameObject);
  8.       pNewGo.name = val;
  9.       pNewGo.transform.position = Vector3.zero;
  10.       pNewGo.transform.localScale = Vector3.one;
  11.       pNewGo.transform.localPosition = Vector3.zero;
  12.    }
  13.    Table.Reposition();
  14.  
  15.  

4
NGUI 3 Support / New Run-Time Graphing Plugin for NGUI - Graph Master
« on: November 14, 2013, 05:14:32 PM »
Hello everyone.  This is a shameless plug for a plugin I released to the Asset Store.  It allows you to put dynamic graphs right into your game.  It gives an API to dynamically change the data, colors, styles, etc, etc.  I'm sure you won't lack for options with the amount of configurability this plugin gives you.

Here is some more information:
http://www.niugnepsoftware.com/ngraph/

Here is the asset store link:
http://u3d.as/5QL

Let me know if you want any more information and I am always interested in making it a better product if you have input,
~Eric

Version 1.3.0 is out with Unity 4.6 GUI support!
Graph Master 2.0.0 has been released!
Most notable in this release is support for the new Unity GUI in 4.6.

[NEW] Renamed asset to "Graph Master".
[NEW] uGUI Supported!  The new native Unity 4.6 GUI is now supported out-of-the-box.
[NEW] All margins (bottom, left, top, and right) are now configurable in size.
[FIX] Some components of the graph would draw in the wrong order after a re-size or other change in properties. Drawing order is now preserved.
[FIX] Reveal option on plots now finish correctly and show entire plot.
[FIX] Markers now behave correctly with reveal option.
[UPDATE] Width and Height options now available in the creation dialog.
[CHECK] NGUI v3.7.5 confirmed to work with this release.
[CHECK] Daikon Forge v1.0.16 hf1 confirmed to work with this release.
[CHECK] 2D Toolkit v2.5 confirmed to work with this release.
[NOTE] This will the the last update with Daikon Forge support.  The Daikon Forge team has been discontinued their asset, so we will no longer support it.

New in Version 1.3.0:
[NEW] Grid lines!  You can now effect grid lines via the custom Inspector or programatically.
      Options exist for:
      - Grid line separation (in both the x and y directions)
      - Grid line thickness
      - Grid line color

New in Version 1.2.2:
[FIX] NGUI v3.5.3 compatibility fixes.
[FIX] When Window size changes, graphs now behave correctly.

New in Version 1.2.1:
[FIX] Daikon Forge callbacks now use correct types in callbacks.
[FIX] Daikon Forge panels that have thier enabled or visiable propery set will now correctly affect the graph.
[NEW] Data labels can now be added to any series using "addDataLabel(...)".

New in Version 1.2.0:
[FIX] Plots now constrained to plot area (values lower and higher than the plot area will not draw).
[NEW] Equations!!! An Equation Plot type has been added.  Most functions are sported - sin, cos, tan, log, ln, PI, E, etc.
[NEW] 2D Tool Kit GUI system support.
[NEW] Reveal speed added.
[NEW] 2DTK, NGUI and Daikon Forge graph types all have sported editor customizations - this makes it much easier to change the look and feel of the graph from the editor.


5
NGUI 3 Support / Custom mesh under UIPanel
« on: October 27, 2013, 03:41:57 PM »
I have been having very good success with putting some custom meshes under the UI Root - (most) things seem to be working well, my meshes scale and position themselves correctly under the panel they are attached to.  But I can't seem to get my custom mesh to clip outside of it's parent's clipping range.  I have tried using a material with the Unlit/Transparent Colored shader applied to my meshes, but that didn't do it.

Any suggestions on getting my meshes to behave in regard to the clipping?

6
NGUI 3 Support / Font scramble on save bug?
« on: October 16, 2013, 11:52:31 AM »
An artist and I are collaborating on a project using SVN for our project management.  He has delivered an atlas to me with some sprites and 2 fonts in it.  We have been working on things for a few weeks since then and then one night just one of the two fonts got completely garbled after a small (seemingly unrated change).  It looks like the data about where to go find each character is messed up and showing parts of seemingly random sprites in the same atlas.  Here is where it gets really funny: Neither one of us made a change to the font or the atlas.  It appears to have done this on save of the project (after I moved some buttons around in the scene) and checked it in (not knowing the font was messed up).

More strangeness:
He SVN updates to the change I made doesn't get the strange font effect.  It only happens to my local copy of the project.  I have deleted the entire project and checked out a clean project and I still have the same font problem.  I can SVN revert to the revision before the font problem happened and it goes away.  When I update to the next revision (the one with my scene change in it) the font problem comes back.  The only change was to the scene (and a few un-related cs files) on this revision.

Any thoughts about what in the world could be causing this?

7
NGUI 3 Support / 3.0.1 crashes Unity
« on: October 01, 2013, 05:44:11 PM »
After upgrading to v3.0.1 from v2.7.0 and following the upgrade instructions, I am experiencing a unity crash.  I have yet to be able to figure out the cause - but it's definitely NGUI.  The crash happen very soon after I open the main menu scene - about the time that my panels would tween in.

8
NGUI 3 Support / OnHover and OnDrag
« on: January 21, 2013, 03:11:10 AM »
I have an object (UISlicedSprite) that will be receiving drop events from a DragDropItem.  It has a DragDropSurface script and I am trying to augment the script to also play any Tweens on the same object.  To do this I created a "OnHover" function, but this function only gets called when the object is being hovered without a mouse down (that came from a different collider).

Is there a way to get the effect I want?  What callbacks should I be using instead?

Thanks!

9
NGUI 3 Support / Dynamic Table content and drag-able panel
« on: January 20, 2013, 11:53:13 PM »
I have a few dynamic tables (and grids) in my GUI.  They start out with no children and then I add content dynamically at run time.  They are under drag-able panels attached to scroll bars.  After I am done dynamically adding content it would be nice if said content was positioned at the top of the panel, but the first item in the table (or grid) is always centered vertically in the panel.  How do I tell the drag-able panel to correct this?  Touching the scroll bar fixes it - but it would be nice to have it come up correctly.

I have attached some examples of what I am talking about.

10
NGUI 3 Support / DragAndDrop: Dragging position wrong
« on: January 19, 2013, 04:40:20 PM »
I am trying to set up a drag and drop form and have followed the example as best I could.  For the most part, it's working.  But when I drag the item (a Sprite) it "lags" the mouse position (like it's scaled).  I have checked the different panels that are involved and everything has a scale of <1,1,1>.  The closer the mouse is to the origin point of the drag-able item, the closer the item is under the mouse - but the further away the mouse drags from the origin, the further away the mouse gets from the dragging item.

Any ideas why the object being dragged isn't under the mouse?

11
NGUI 3 Support / Clipping pane with multi page
« on: January 12, 2013, 03:29:22 PM »
I would like to set up a "form" that allows the user to scroll in the vertical direction to pick from a list of options (in a grid or table).  Once the selection is made, I would like the options shown to scroll left (outside the clip) and have the next set of options scroll in from the right (from outside the clip to inside).  A vertical scroll bar should be available to help visually with scrolling in the vertical direction for both sets of options.  Scrolling vertically (by dragging or using the scroll bar) should not effect the horizontal position on the panel content.

I have tried a few different approaches, and I can't seem to get the desired effect. Any examples of how to do this?

12
NGUI 3 Support / 3D TV and NGUI
« on: January 02, 2013, 01:48:00 PM »
I have a very unique question...

For my day job (my questions up until now have been about my side project - yes I purchased a copy of NGUI for myself and one for the day job) we are using Unity Pro and NGUI to make some cool 3D analytic software for our product line.  It's really coming along and to give it that extra punch we got a 3D TV and set up Unity to draw a split screen (SBS) 3D TV consumable scene using http://u3d.as/content/stereoskopix/fov2go/2HA.  This has the desired effect of when you put the TV into 3D SBS mode and put on the glasses, you get a real 3D experience.

Here is the problem, using the Unity GUI, the widgets don't get split into the two sides of the screen.  They just lay on top of the entire screen like normal.  This has a disastrous effect (it literally makes you sick to look at in 3D TV mode) because half the widgets are in the left eye and the the other half are in the right eye and they only show up ever-other-frame, alternating.  Using NGUI will have the same effect.

Is there any way to get NGUI to draw once for each of the scene cameras?  The other solution would be to give an option in NGUI to split it'self correctly if in "SBS mode".

13
NGUI 3 Support / Detect Active Widget
« on: January 01, 2013, 09:12:24 PM »
How do I detect that the mouse (or touch) is over any widget on my GUI so that I can prevent ray casting in my scene when the user clicks a button?

14
NGUI 3 Support / Graphing
« on: January 01, 2013, 02:38:55 AM »
I need to create a (very simple) line graph in a pane.  I was wondering what the best way to do that would be inside NGUI?  It's a static graph - no need to up date it once I draw it, but it does need to be dynamic - meaning a different set of values each time I display it.  And there might be more than one graph on the screen at a time (with different data).

15
NGUI 3 Support / Sprite background "above" table content
« on: December 31, 2012, 08:36:30 PM »
I am trying to add a background to my table (a true background that doesn't scroll).  The background sprite is drawing over the contents of the table - very annoying.  Yes, I have made sure the sprites are from the same atlas - but even the text in the table contents draw behind the background.  And Yes, I have made sure the background has a lower depths value than the contents items.

Any advice?

Here is my structure:

   ...
      + Panel (UIPanel)
          + Scroll Bar (UIScroll Bar)
             - Background (UISlicedSprite, Box Colider, UIEventListener) - Depth 1
             - Forground  (UISlicedSprite, Box Colider, UIEventListener) - Depth 2
          - Sprite Background (UISprite) - Depth 0
          + SubPanel (UIPanel, UIDraggablePanel, SpringPanel)
             +Table (UITable)
                + Col1 (just a GameObject)
                   - Sprite (UISprite, Box Collider, UIDragPanelContents) - Depth 10
                + Col2 (just a GameObject)
                   - Label (UILabel) - Depth 10
         

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