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Topics - makeshiftwings

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NGUI 3 Support / Misplaced Component Menu
« on: May 04, 2014, 04:47:06 PM »
The "UIKeyBinding" script shows up in the Component menu under "Game/UI" instead of "NGUI/UI" like every other component.  Can it be moved to "NGUI/UI" in an upcoming build?

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NGUI 3 Support / My Big List of Anchor Complaints
« on: February 14, 2014, 04:56:28 PM »
First let me start off by saying I love NGUI and have been using it for quite a while now, and appreciate all the work you've put into it ArenMook!  But in the interest of improving NGUI, I'd like to list some issues my team's having with the anchor system.  I'd also like to know if there is a chance that you will look into some of these issues and consider changing the anchor system, or if my whining is a lost cause and I should give up and switch to DF-GUI :P ;)

1) Too much math.  No offense to my artist friends, but they don't like doing math in their heads, and neither do I to be honest.  If I want a button docked at (16,75) and it's 125x270 pixels, I currently have to do the math in my head to figure out that the right and bottom anchors need to be 141 and -195.  Ain't no one got time for that.  There needs to be a way to dock a widget and set its size like in most GUI designers.  I think the old anchor system was superior in this regard.

2) Anchors need to be completely divorced from the size of the game window in the editor.  I don't think anyone gets any benefit out of having their UI slide around when they widen the inspector to look at some random thing or resize Unity to look at their web browser.  And the fact that Anchors constantly overwrite the transforms of everything while in edit mode causes the scene to constantly need to be saved over and over and causes lots of bloat and annoyance with source control.  We should be able to set a default width and height for our UI that is consistent within the editor, and UI should only get stretched by the game window size when actually entering play mode, so that it is runtime only and doesn't overwrite the scene file.  I really need to know if this will change or if you are wed to the current system, because it's causing too many headaches.

I was going to whine more about anchors, but really those two are my biggest complaints; if I knew they were being addressed at some point it would put my mind at ease.

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NGUI 3 Support / 3.0.9f1 broke my tweens!
« on: January 18, 2014, 04:29:45 PM »
(Edit: solved, see second post)

I had a Table full of icons in a Panel that would tween position down, then reorder the icons, then reset the tween and play it again.  (Basically to create a looping slot machine sort of effect).  This was working fine until the update to 3.0.9f1 today.  Now it tweens down only once, and when I call tween.ResetPosition and tween.PlayForward from OnTweenFinished, it doesn't seem to do anything.  I saw in the patch notes that you made some changes to how OnTweenFinished works, but in my case it seems to have broken all the tweens.  Any ideas?

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NGUI 3 Support / How do I have a key press cause a button click?
« on: July 25, 2012, 04:52:12 PM »
I've got a toolbar of buttons that are clickable, and I'd like to have them also respond to shortcut keys.  Currently I added a script onto each button that checks for their corresponding key press, and if so, calls SendMessage("OnClick").  This mostly works, in that the button's click sound goes off and any custom OnClick methods get called, but it doesn't call OnPress true and OnPress false the way it would with an actual mouse click, so the button doesn't animate.  Is there a way to automatically simulate a full click on a button, or should I manually call OnPress(true) and OnClick and then start a CoRoutine to call OnPress(false) a second later?

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NGUI 3 Support / Why is NGUI backwards in the editor?
« on: July 12, 2012, 03:30:03 PM »
Something I've always found strange - why is NGUI flipped in the editor?  You need to look at it down the negative Z axis for it to be facing the right way, and yet when you're actually setting values it still treats it as if you're looking at it normally; with positive Z being further away from the camera and positive X being to the right, rather than the way it is in the editor, with positive Z being closer and positive X pointing to the left.  I never could figure this out exactly; what's the deal?

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NGUI 3 Support / Issues with transparency and tooltip
« on: July 11, 2012, 02:25:26 PM »
I'm having some weird issues trying to use a semi-transparent window with a tooltip.  The window has a semi-transparent background, but the labels in it are opaque.  You can see how it normally looks in image one.  The tooltip is opaque, no transparency.  When the tooltip pops up though, it messes with the window in the background, and seems to cause it to render in the wrong depth order.  When I had the window's background and labels on the same Z-axis value, but different Depths, it rendered fine normally but then when the tooltip came up, it would render the labels behind the window instead of on top of them, as if it had reversed the depth order.  When I put the labels one unit closer on the Z-axis than the background, it again looks fine normally, but when the tooltip comes up it renders a corrupt looking version, as if it's partially behind the window and partially above it (see image 2).  If I move the labels to a higher Z-axis than the tooltip they stay normal but then the tooltip renders behind the labels, which is not what I want.  I believe NGUI isn't supposed to care about the Z-axis most of the time and just rely on the depth order (which is set correctly), but it seems to get a little weird with transparent pieces.  Any idea on how I can fix this?

http://imgur.com/wxtL7,0XoLS#0


http://imgur.com/wxtL7,0XoLS#1

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NGUI 3 Support / Small request
« on: May 15, 2012, 02:11:50 AM »
Any chance you could move UITooltip and UICursor out of the Inventory Example and put them into the main UI folder?  And then remove UITooltip.ShowItem(item) and instead put a method in Item like GetTooltipText() to remove the dependency there?  I think the tooltip and cursor are useful to people who aren't using the inventory system.

I have an ulterior motive in that I use a heavily modified inventory system that causes name collision when I update NGUI so I have to avoid importing the Inventory Example, but I also think UITooltip and UICursor have grown up enough that they should be full-fledged parts of the UI now and not stuck in an example. ;)

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NGUI 3 Support / Scaling a sliced sprite's parent
« on: May 15, 2012, 01:41:08 AM »
When you scale a sliced sprite window, it maintains the corners at their normal size and scales the edges only in their necessary direction, which is awesome.  But if you have a sliced sprite window that is the child of a different object, and you scale the parent, it scales the sliced sprite as if it was a normal sprite and you get ugly borders.  Is there a way to avoid this?  Do I have to scale the sliced sprite and the other child objects each individually, or is there some trick to get it to work when I scale the parent?

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NGUI 3 Support / Add a premade icon sheet to a texture atlas?
« on: April 30, 2012, 12:20:07 AM »
I have an existing png image that's a bunch of 120x120 icons stitched together.  Is there an easy way to turn this into a texture atlas?  I know I could probably use some photoshop trickery to split it back up into a hundred different icon files and then drag them all into the atlas tool to re-stitch them, but if there's some way to just tell NGUI that the atlas is 10 x 10 120p icons that would make my life much easier. ;)

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