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Topics - Agent_007

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I have soft clip scrollviews (B level, in image BLUE ones) inside of soft clip scrollview (A level, in image GREEN one) and there is one issue with clipping when I populate those B level scrollviews. A level scrollview doesn't clip those B level scrollviews unless I disable and enable A level scrollview after populating.


Problem with disable+enable is that on mobile devices that is too slow operation because there are so many gameobjects inside the A level scrollview. Is there some method in UIScrollView or in UIPanel that I can call to recheck those soft clips instead of disable+enable?

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As the topic says, I need to create a button that is over two different panels. But I don't have a clue how to do that.


as the image shows:
* Window is first panel, and scroll list inside of it is the second panel.
* And (next/prev) button should be drawn over both of them.
* But since scroll list must have higher depth than Window, I cannot put the buttons to Window panel since then scroll list is drawn over them.
* If I put the buttons to scroll list panel, then scroll list panel clipping hides parts that are outside of it.

If someone has some sort of tips, I would be grateful.

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NGUI 3 Support / UIWrapContent with one end closed
« on: April 14, 2014, 01:23:28 AM »
How hard would it be to modify UIWrapContent to make it closed from other end? (with closed I mean you cannot scroll around that end)

It would be very useful for top list since you can't go to negative positions (player #1 would be the first item)

Currently I am thinking about limiting the UIpanel values from WrapContent(), but I am not sure if it is the correct way to do this.

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NGUI 3 Support / Problem with using Mesh Colliders with buttons
« on: November 25, 2013, 04:31:16 AM »
Is there any easy way to use Mesh Colliders with NGUI buttons?

e.g. if I would like to do accurate hexagon shaped buttons that are right next to each other (~1 pixel between buttons) would it be possible with Mesh colliders?

Currently it seems that mesh collider only triggers with NGUI when Convex is ON, but naturally that breaks collider accuracy. It seems 2D toolkit has something like that (Collider Cap), but is there something similar in NGUI?
http://2dtoolkit.com/forum/index.php?topic=2052.0

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