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Topics - ChrisR

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NGUI 3 Support / Creating Scrollable UIPopup List, used for "Select Country"
« on: September 24, 2013, 05:24:17 AM »
Hey all,

I'm currently creating a scenario editor for our game. One of the problems I'm encountering is that there's some options that have many different values, such as a list of countries that the designers want to show in a pop-up list.  For this to work, I'd need the pop-up list to be scroll-able, otherwise the available options would overflow the current screen size.

I've brainstormed some possible solutions for doing it from art, but they are unwieldy and not very elegant. (Example: Creating a clipped Panel with a sorted UIGrid containing text labels that are clickable and update the value of a given label.)

So I'm left looking at either designing the UI around it, or looking at a code solution. While the former is possible, it's not the most user friendly option in some anticipated cases - such as country select. So my questions are: A) Has anyone found a way to make scrollable pop-up lists? and B) Aren, is this something you have considered adding in the near future?

Thanks in advance for any help!

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Hey all,

So we have a scene where all sprites are assigned reference atlases. After testing these with HD atlases using a handy little debug script that shows the currently loaded textures, we saw that everything was fine - only the HD Textures are loading, as intended.

However, as soon as we change the reference atlases in the Project to point at the SD atlases instead, we run into a situation where both the HD and SD atlases are being loaded.

We ran a second debug script that tells us the UISprite which is using said atlases. Normally this works fine, but in this case it came up with no assigned sprites. 

One thing that came up earlier in the project was that if someone accidentally added two UISprite components to an object, even if the UISprites were pointing at a Reference, it would load SD instead. But we've solved those issues and stepped through each sprite and label in the game to make sure they are using references - both with scripts and manually to check.

I'll be doing some more specific testing today, but right now we're at a bit of a loss. Anyone got any experience with this and know what the cause could be? Any help is much appreciated!

3
Hey all,

Wondering if it's possible to expose the material controls in the animation window when you're creating an animation for a UITexture gameobject? Reason for this is that we want to make a combined prefab with a UITexture object and Particle object, and we'd like to keep as much inside NGUI as possible.

(The UITexture is setup by assigning a material to it's material slot, so it's not generating a dynamic material right now.)

Thanks very much for any help!

Regards,

Chris

4
Hey all.

Not sure where to post this, but I figured since it's not an NGUI thing, and the Unity Support forums are flippant about 2D applications for Unity, this might be a likely spot. I figured it'd also help since a lot of us here design around 2D games, and this might be applicable to some other members / teams. 

I'm wondering if anyone has encountered this issue before. I'm an artist working on a board game for tablet devices. Due to the nature of these games, we have a large amount of unique art assets which we would not like to compress down, as most compression formats available for mobile devices simply don't handle painted assets like these well.

Saving our textures in the PNG format is ideal for us since it retains the quality when used in-game (it does balloon back to truecolour size in VRAM, but we've designed around that) but keeps the post-install size of your app way down. We can save around 100 - 140 megs on a users phone, which helps retention of the app.

Unity simply won't allow you to build out the final app with textures saved in a PNG format, though. So has anyone found a work around for this? I'm not necessarily looking for an automated system either - I can lose a few hours to doing this process manually. I've looked around a bunch, but all I found was five lines of code that as an artist I'm not sure how to use in our project. (Reference here: http://forum.unity3d.com/threads/162962-Unity-iOS-Image-Sizes?p=1117160&viewfull=1#post1117160)

Any ideas would be greatly appreciated!

5
So I've tried a few dozen ways of creating UITables based on the example files, but I always end up running into the same problem: the UITable container ends up moving as soon as a single item is put into it.

I've included two screenshots, one before I put an object into the UITable, and the second one after I place an object in it. The entire UITable moves.

Any ideas on what's causing this? I did a search on the forums and it was said that there's a specific way to set up the game object that acts as the UITable with the Panel that manages it; but I can't find the correct way.

Many thanks in advance!

Edit: (Forgot to say we're using the latest version.)

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NGUI 3 Support / Edit: Delete
« on: February 01, 2013, 09:58:32 AM »
Question in this thread was based a very specific user error; don't think it will be useful for anyone else. Thanks anyway!

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