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Topics - hellobard

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NGUI 3 Support / Auto-resize the widget's box collider
« on: November 16, 2013, 02:54:58 PM »
Hi,

I was wondering where I can find more information about the new feature to "auto-resize the widget's box collider". It sounds very interesting, as I have a problem that relates to this.

My problem is with panels that are disabled at the start of my game. When enabled in-game, their colliders do not automatically resize to the size of the sprites on the buttons. I am using RetinaPro's script that makes these colliders switch to the correct size, however this creates a visual pop that interferes with my Tweens.


2
NGUI 3 Support / Feature request: UIToggle click on/off
« on: October 31, 2013, 04:06:47 PM »
Hey ArenMook,

I just wanted to add a feature request, up to you whether you deem it worthy of inclusion or not of course.

I have a list of goals in my level with checkboxes that are turned on or off after a user completes certain tasks. These goals can be viewed in the pause menu, and I do not want the user to be able to turn them on and off himself. I am using the UIToggle for this, but I had to hack it and remove line 158 (void onClick...) to prevent the user from being able to do this.

So maybe the UIToggle could have a way to turn the onClick function on or off from the editor?
My problem is that I actually want to use the onClick function on my UIToggles in my Settings 

3
Hi,

I was looking at the NGUI 3.0 tutorial video and saw how you anchored sibling objects together. In that regard I have a question in terms of tweening panels using this method.

I have setup for my GUI like this:

Anchor
------Panel (with a TweenPosition)
---------GfxWidget (with an anchor script with container set to BackgroundWidget)
---------BackgroundWidget2

I want to tween the Panel into my scene. Now is this a legitimate setup, or are these anchors connecting each other making it impossible to tween my Panel?

If not, how would one go about tweening such a panel box setup as shown in the tutorial? Would you have to stick to alpha tweens and never change  tween position/scale/rotation?

I could animate each and every object inside my Panel with a separate TweenPosition attached to them, but wouldn't this also get me into trouble with the anchor on "GfxWidget"?

4
NGUI 3 Support / Tween Alpha goes in reverse onClick
« on: May 19, 2013, 03:47:06 PM »
Hi,

I am making a menu where my GUI elements have a Tween.Alpha that runs at the start of the scene. The Background sprite for my button has the Tween.Alpha script attached and the in animation works as it should. However as soon as I hover or click the button, the Tween.alpha goes in reverse (from 1 to 0). How do I get my buttons to stop doing this?

5
NGUI 3 Support / [solved] Atlas switching iOS - Portrait mode?
« on: March 29, 2013, 07:15:18 AM »
Hi,

I have a game in portrait mode and I want to set up atlas switching between SD/ HD / SHD atlases, and I was wondering if that means I have to switch the UIRoot settings for manual/min/max height to the opposite of what's in the Atlas switching script found on this forum?

So instead of max height 1536 for iPad Retina, it would be 2048. Is this the right way to go about this, or should I just stick with the values already set?

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