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Topics - artfabrique

Pages: [1] 2
1
NGUI 3 Support / How to make scrollview update more smoothly?
« on: October 19, 2016, 08:56:25 AM »
We use NGUI 3.9.2 + Android/iOS
We've set Application.targetFrameRate to 30 while in fullscreen UI to prevent battery drain.
FPS meter shows us solid 30 fps but all scroll views seem to be laggy and micro-jumping (1px approx.)
There is no that real solid feeling when you drad scroll view - it feels wrong.
May it's because you round all positions while dragging? If so is there any way to turn it off or controll somehow?

2
Hi there.
We need to show/hide 150-200 sprites on mobile at runtime with minimal hickup.
We tried:
- SetActive() for gameobject is slow.
- Move widgets to (20000,20000,0) not working because some widgets are anchored and removing/restoring anchors is slow.

What else can we try?

3
When the dimensions of UILabel are changed by setting a text with new length (resize freely mode) - the onChange event is not called.

4
NGUI 3 Support / 90 deg rotated widget/sprite/label + Anchors
« on: February 04, 2016, 01:47:14 PM »
Is there any method or workaroud to anchor +-90 degrees rotated sprite/widget/label?
Maybe there is some kind of checkbox to tell NGUI that this particular widget is left or right rotated so for ex. Top Anchor now should be treated as Left or Right Anchor accordingly?

5
Hi there!
What is the best approach for fonts management/preparation/ui-architecture(NGUI) if we need this to be done:
1) We need to be able to display nicknames like "--=次访谈中WithFist=--". Mobile multiplayer multilengual game including arab, chinese,cyrillic & latin.
2) Fonts rendering should avoid trilenear smoothing and appear crisp&sharp and on iPhone4s and on iPhone 6s+ and on Nexus 5.
 - If it will be a bitmap font i guess there should be kind of UILabel wrapper that will switch between x1 x2 sized bitmap fonts. For ex. UILabel size: 24 should use MyFont_24 on iPhone4s but MyFont_48(or MyFont_24x2) on iPhone6s+
 - If it will be a dynamic font than why there is a size property there? Or dynamic means "set of characters will be baked during runtime but in specified size"? Or what exactly means "dynamic" in NGUI UIFont and why there is a size property (there is one already in ttf font import settings inspector(unity native))
 - If it will be a Unity font than we have a size property in the import setting of the TTF as well and we have no ability to use [bb] codes, which is bad

For now we see a problem with "per-glyph" font fallback.
For example we have nickname --=次访谈中WithFist=--. We can do something like break this into 3 UILabels and anchor them in chain. 1)--= 2)次访谈中 3)WithFist=-- But it becomes very complicated when you have this nickname inside a long text...

6
NGUI 3 Support / Particle & FX ligrary for NGUI
« on: December 21, 2015, 05:30:58 AM »
Hi there!
Drop here some links to Particle FX / UI fx compatible with NGUI.
Articles, Assets, all are welcome.

7
NGUI 3 Support / Render single sprite or even widget to RenderTexture
« on: November 23, 2015, 10:31:06 AM »
Good day!
How can i render widget with all children to RenderTexture with alpha?
What is the right approach? Icame with this two but i'm not sure which will work:
1) Create second UI camera and temporary change layer for widget (here comes the problem that layer name bouces back to UIpanels' layer name)
2) Move this widget on coordinates x1000000y1000000 and try to render region

8
NGUI 3 Support / Extending NGUI inspectors.
« on: October 27, 2015, 07:26:28 AM »
Good day, sir!
What is the best aproach to writing custom additional editor fields for NGUI widgets?
Our game is very "interfaces-heavy" and it is very hard to maintain styles across the whole project.
We want to create something like styles selector&editor for different NGUI objects. For example text size/color/fx. Sprites size/solor etc.
Like presets.

9
NGUI 3 Support / UIPanel region animation possible bug.
« on: October 15, 2015, 10:35:49 AM »
If you have a UIPanel with texture/soft clipping — try to animate its region from
State 1: region is small and all panel content is culled/off panel.
to
State 2: region is fullscreen and all panel content is inside.

The result is: when you hit play - the region frame is animated properly (as seen in the editor) BUT all content does not become visible. It stays culled (

10
NGUI 3 Support / Problem with NGUI and standart Unity Animation pipeline
« on: October 15, 2015, 04:18:42 AM »
Hello!
We've noticed that when you create Animation for NGUI sprite there are no width and height property in the list so we ended in animating scale. There was an "aspect ratio" property available but since sprite is set to "free" aspect ratio- changing in does nothing.
So is there any way to animate width and height?

Thanks!

11
Good day!
Can you tell us the approach to do this type of progress bar? (notice state 0 and 1)


We can not use filled texture, because we want non-square fill tip while progress.
We have one big ui atlas (2k x 2k) with all the elements.
This atlas has a material/shader etc.
We think the right way is to mask progressbar fill somehow but it seems that we can't because all UI sprites is inside single atlas (single mat, single shader). And if we will have shader with mask support for that atlas it will mask all other elements besides progressbar fill.

12
NGUI 3 Support / Scale approach to cover ipad4 + iphone6 + iphone 4s
« on: March 16, 2015, 09:13:30 AM »
Hi guys!
What is the best approach to get best UI scale on iPhone6 (1920x1080 & 401 ppi) and iPhone 4S(960x640 & 326 ppi) + iPad4 (2048×1536 & 264 ppi)?
I want UI to be same physical scale on iPhone4S and iPhone6 BUT twice scale on iPad.
Can i somehow make a scales list and use appropriate on each device without rebuilding binary?

13
Here is the screenshot:


I need sides & center to be tiled, but corners disappear because of wrong geometry.
I've found there was a "fix"
"- FIX: Sliced sprite corners will no longer be drawn if sides were chosen to be hidden."
Somehow corners diappear when sides set to tiled.
Also i thiknk there shouldb a separate option for the corners.

14
NGUI 3 Support / Feature request/suggestion: Auto 9-slice & Pipeline
« on: January 21, 2015, 03:53:52 AM »
Hi Aren!
We have a nice suggestion for NGUI! Here is the workflow that'll save hours of routine for GUI devs:
1) Designer prepares set of UI pngs
2) GUI dev opens NGUI Atlas Maker and adds them.

2.1.1) Atlas Maker checks if current image has android-style 9-patch "special marks" on the top and left (http://developer.android.com/tools/help/draw9patch.html)
2.1.2) If marks were found - Atlas Maker automatically shrinks current sprite to the minimal size before writing to atlas and writes default 9-slice guides positions for this sprite in Atlas metadata (or somewhere else)

2.2.1) If user clicks a button "Prepare for 9-slice" near sprite name in a list of sprites in the Atlas Maker before Atlas update the special window is shown.
2.2.2) In "Prepare for 9-slice" window user makes just one click - the approximate center of sprite. This step is needed because slice center not always is a sprite center (http://service.crazypanda.ru/v/clip2net/0/y/MGN1MRLgp9.png)
2.2.3) Le Auto-Shrink process! Script iterates through columns of pixels of the sprite to left and right from user defined "center" and checks if current column is the same like previous column. If columns are equal Script deletes it.
2.2.4) Same for sprite rows.
2.2.5) Atlas Maker writes default 9-slice guides positions for this sprite in Atlas metadata (or somewhere else)

This feature will save a tremendous amount of time for devs and designers.
The situation is that now we have 3 in-development mobile titles which are very heavy on UI: RPGs and MMO Strategy.
Now the pipeline we use is:
1) Designer draws a window with all possible states.
2) Designer exports all graphics using Adobe Generator to the set of PNGs
3) Designer imports all shrinkable graphics into... Fireworks! lol (this is THE ONLY tool that allows pixel based 9-slice scaling)
4) Designer tries to determine "where this f**n inner glow ends in this corner", draws a red vector lines and sets a 9-slice guides: (http://service.crazypanda.ru/v/clip2net/V/x/EbHhVj2Uab.png)
5) Designer shrinks panel to the minimal size (here comes another surprise! Fireworks can not do this pixel perfect...)
6) Designer saves two versions of sprite: "with red guides" suffixed with underscore (_) and "without red guides"
7) Developer imports panels with red guides to the NGUI Atlas.
8 ) Developer tries 3-4 times to set sprite 9-slice guides along with red line guides.
9) Developer updates sprite in the atlas maker with version with "no red lines"

As you see: this is a real hell :)

15
Hi!
I've found 2 very annoying bugs. NGUI 3.7.5

1) UILabel with ResizeFreely wraps/drops last character to a new line.
2) It takes up to 10 frames to for native NGUI anchoring system to reposition UILabel (ResizeFreely, align left) with advanced anchoring (top,left) to another UILabel (ResizeFreely, align center).

This bugs do not allow to calculate bounds of multiple widgets so we could wrap them with background sprite + this flickering is visually unattractive.

Here is a video-demo:
https://www.dropbox.com/s/m2ma4k5cdbmz62y/NGUIAnchorUILabel.wmv?dl=0

Here is sources (without NGUI & UnityVS)
https://dl.dropbox.com/s/61l0oukpuwxq1o7/NGUIAnchorsUILabel_Pack.zip

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