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Topics - GregMeach

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1
NGUI 3 Support / [RESOLVED] [Font Maker] Mac OS X 10.9.5
« on: August 08, 2014, 06:47:15 AM »
I see this in the console related to Font Maker
  1. Unable to copy FreeType.dylib to /usr/local/lib:
  2. Access to the path "/usr/local/lib" is denied.

2
NGUI 3 Support / Dynamic UIPanel (scrollview)
« on: August 06, 2014, 03:50:47 PM »
Given this: (in UIPanel.cs)
  1.         /// <summary>
  2.         /// Clipping position (XY) and size (ZW).
  3.         /// Note that you should not be modifying this property at run-time to reposition the clipping. Adjust clipOffset instead.
  4.         /// </summary>
  5.  
  6.         public Vector4 baseClipRegion
  7.  

How can I, at runtime, adjust my scrollview to match a list of objects (targets)? I have the list working and my script is creating objects inside my UIGrid AND I can update it (via Reposition() ). Many times my list of objects will be only one or two and can even be an empty list. So how do I resize my UIPanel (that is also my UIScrollView) at runtime/dynamically?

Note: I searched the forums and found a post from 2012 stating to use mPanel.clipRect <- which is no longer available.

My test scene is working without error EXCEPT my scroll view (UIPanel) doesn't resize (get smaller if not need; kind of like the scrollbar which does not show unless it's needed).

Thanks

3
NGUI 3 Support / [FIXED]Prefab toolbar issues
« on: August 06, 2014, 06:30:11 AM »
This is related to SGSK + NGUI + TNet package, updated to NGUI v3.6.8 (works fine)

I followed your video instructions to setup my Unity layout to match (thank you BTW).

If I drag an NGUI prefab and drop it onto the hierarchy; it seems to work as expected (the control works). However, if I drag either from the NGUI toolbar OR the actual prefab and try and drop it onto my selected panel in the SCENE view; I get many, many spawns of a new UIRoot (it creates several per second while dragging the object in the scene view.

It also messes up my 2D camera and resets the mask which then makes the whole thing buggered up :(

There is probably something with the existing layout even though there already IS a UIRoot; I'm hoping you can resolve it fairly easily.
Screenshot for words +=1000;

Edit: v3.6.9 will resolve this issue

4
Revised the Welcome Scene: I want to simulate accepting an EULA by clicking an "OKAY" button and then display the other buttons. Sounds simple enough...

I Moved the 2 buttons and input to a new panel and disabled it. Copied one of the buttons and renamed it "OKAY" and moved it back to the original panel. Wrote a new SGAccept script as follows:
  1.         public GameObject hiddenPanel;
  2.         public GameObject button;
  3.  
  4.         /// <summary>
  5.         /// Hides itself and then enabled panel
  6.         /// </summary>
  7.        
  8.         void OnClick ()
  9.         {
  10.                 hiddenPanel.SetActive(true);
  11.                 button.SetActive(false);
  12.         }
  13.  

It works fine except for this console error: (yes there are two of them)
  1. !dest.m_MultiFrameGUIState.m_NamedKeyControlList
  2. !dest.m_MultiFrameGUIState.m_NamedKeyControlList

I've tried searing the entire code-base and also the forums but nothing came up.

Since I'm really trying to learn NGUI, just looking for some help understanding this error.

5
Other Packages / SGSK - TNet&NGUI Combo
« on: September 02, 2013, 07:18:30 AM »
Hi Aren,

Finally getting back to this and I created a brand new project, imported the sgsk310nt.unitypackage, fixed the "Project Settings" folder. Built and ran it fine. Pretty sure this has TNet v1.2.x

Copied over the project, deleted the TNet folder, re-imported TNet v1.8.0 from the store. Built and run, host game, okay until I fire. I get an error on every mouse click (fire):
  1. parameters do not match signature
  2. TNManager.OnCreate1 (UnityEngine.GameObject, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Vector3, UnityEngine.Vector3)
  3. UnityEngine.Debug:LogError(Object)
  4. TNet.UnityTools:PrintException(Exception, CachedFunc, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:83)
  5. TNet.UnityTools:ExecuteFirst(List`1, Byte, Object&, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:121)
  6. TNManager:CreateGameObject(GameObject, BinaryReader) (at Assets/TNet/Client/TNManager.cs:789)
  7. TNManager:OnCreateObject(Int32, Int32, UInt32, BinaryReader) (at Assets/TNet/Client/TNManager.cs:749)
  8. TNet.GameClient:ProcessPacket(Buffer, IPEndPoint) (at Assets/TNet/Client/TNGameClient.cs:802)
  9. TNet.GameClient:ProcessPackets() (at Assets/TNet/Client/TNGameClient.cs:627)
  10. TNManager:Update() (at Assets/TNet/Client/TNManager.cs:831)
  11.  
and nothing fires.

I'm going to also get it updated with NGUI to make sure that also works.

If I'm remembering right you said I could just update the package and it should work.

Do let me know if I buggered up the upgrade process.

Thanks

Update: Updated NGUI to v2.6.4 and now my HUD display for SHIELD and ENERGY do not match for 100% - they are like 80% full, even when just starting (so they should be 100%). Let me know if a screenshot will help

 :'(

Edit: Looks like I've lost the most recent combo package; I found an email with this: sgsk320f.unitypackage

but it no longer works. Probably be best to just email the new link - thanks and sorry...

6
TNet 3 Support / Following youtube game from scratch
« on: April 08, 2013, 03:28:05 PM »
Following this: http://www.youtube.com/watch?v=cTjy-L8C6WM

I've copied the ExampleMenu from TNet and created my own MainMenu and once you "Connect" you can then click a button to join channel 1 and load the game scene. The game scene is copied from the above video.

In my MainMenu I have this:
  1. void OnApplicationQuit()
  2.         {      
  3.                 if (TNServerInstance.isActive) {
  4.                         TNServerInstance.Stop("SA_Server.dat");
  5.                 }
  6.                 if (TNManager.isConnected)
  7.                         TNManager.Disconnect();
  8.         }
  9.  

If I quit the "server" while it's active and I connected with my other computer I can see an entry in SA_Server.dat titled "OnSetTarget" and some binary data. When this happens and I run the app again and restart the server it will create a ghost or phantom player and if there's two of those "OnSetTarget" entries in the saved file I will get TWO phantom player capsules.

Seriously... how could I screw up such a simple tutorial? Should I not be saving the server file?

Contents of saved .dat file:
  1. Game¸ˇˇˇˇ˛ˇˇ#'˛ˇˇ OnSetTargeti…π¿á6µ¿¸ˇˇ#'¸ˇˇ OnSetTargetil£@"˚”¿˛ˇˇÄ?¸ˇˇÄ?

7
TNet 3 Support / SGSK + TNET - LoadLevel
« on: January 24, 2013, 11:37:42 AM »
Hello again,

I'm working on my jumpgate, script below:

  1. using UnityEngine;
  2. using TNet;
  3.  
  4. public class Jumpgate : MonoBehaviour {
  5.        
  6.         public GameObject jumpTarget;
  7.        
  8.         void OnTriggerEnter ( Collider other )
  9.         {
  10.                 Debug.Log("Entered gate to: " + jumpTarget.name);
  11.                 if ( jumpTarget != null) TNManager.LoadLevel(jumpTarget.name);
  12.         }
  13.        
  14. }
  15.  

When I launch the game from the Welcome Screen (with networking) it just stops upon entering my jumpgate cube. It works fine if I run from any other level (no networking). In both cases I see my Debug.Log in the console.
  1. Entered gate to: Thulane
  2. UnityEngine.Debug:Log(Object)
  3. Jumpgate:OnTriggerEnter(Collider) (at Assets/MeachWare/Scripts/Jumpgate.cs:11)
  4.  

On each jumpgate object (cube) I also dropped in the TNObject script so they each have an ID.

What did I miss???

8
Other Packages / SGSK - pause menu
« on: January 22, 2013, 03:04:34 PM »
I would like some guidance on where I should hook-up a pause menu (using NGUI or other).

It looks like I can add the button to the "UI Root/Camera 3D (HUD Stats are in there). It could also be a key press (say "P"). What I'm envisioning is a nice slide-down menu with "Resume, Menu, Options" (which I'll make using NGUI).

In looking over the code (I have the new, awesome NGUI + SGSK  8)), it looks like UIButtonKeys is the receiver of the Notify messages and that seems like a good place to tie in my "p", pause key, however, now I'm messing with the "template" code and I'm not sure I want to start off doing that.

I will also have to add it to the Input settings too, right?

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