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Topics - hexaust

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NGUI 3 Support / UICenterOnChild and Restrict Within Panel
« on: December 11, 2014, 08:47:53 AM »
Has anyone got these two things working together? I tried the solution from but it doesn't really work. I also tried adding in the onCenter callback the RestrictWithinBounds(true) and it still doesn't work.

Does anyone has a fix for this thing? I'll attach an image to show the expected behavior. Thanks!

NGUI 3 Support / Mobile keyboard questions
« on: August 28, 2014, 05:49:51 AM »
I am trying to create something similar to an instant messaging app. Right now I have several problems that I don't know how to handle
  • Detecting mobile keyboard height and presence (Not sure if I need that)
  • Align elements that are at the bottom of the screen on the top of the keyboard when is open (with the help of step 1?, my UI is anchored)
  • Keep mobile keyboard open when submitting a message. (still have no ideea how to do that, I checked UIInput.cs but nothing works for me)

I am attaching an example to visualize the case that I'm talking about. (Left is good, right is bad)

Thank you!

There is something weird happening when using the new 2D UI event type for the camera and the NGUI > Extras > Switch to 2D Colliders function. This can be reproduced with the following steps:
  • Open from Examples > Example 7 - Scroll View (Panel)
  • Change Event Type to 2D UI

  • Use Switch to 2D Colliders function

Notice that when starting the drag the scroll view gets all "jumpy". After switching back to 3D UI and 3D Box Colliders everything works fine.

NGUI 3 Support / Atlas Maker error in Unity 4.5
« on: May 27, 2014, 07:56:06 AM »
I am receiving an error when trying to create an atlas with NGUI, that doesn't stop the creation of it but it displays every time I create/update an atlas. Right now I'm having the situation described here:

I hope that I can fix it.

How can I remove all event delegates from UIButton in code? Basically I just want to clear all of them.

How can I determine when the scroll view has reached the dragging bounds? For example I am still dragging but there is nothing more to drag (no spring) is there any event for that? OnDragFinish doesn't apply because I am still dragging and I wanna do something inside that situation.

I hope I am making any sense with what I am saying.  :o


NGUI 3 Support / Custom colliders?
« on: March 20, 2014, 05:41:54 AM »
Hello all, I am pretty new to NGUI and Unity and I've just started my first project and I have a question related to colliders (I think).

I am trying to make some tiles (isometric) and I'm not really sure how to add proper interaction, I made them as UISprites and attached Box Colliders, but as you can see in the picture the colliders overlap. How to treat this situation?

Do the Polygon Colliders 2D work with NGUI? I've tried to use the UIHitAlphaTest from and it works, but the thing is that the tiles should be invisible and I guess that won't work with UIHitAlphaTest.

I hope I'm being clear on what I'm trying to do/say.

Thank you.

I was wondering if UIScrollView is the right way to go or a special script must be created for achieving a scrolling tileable isometric map in Unity 2D. Something similar to (this is old and buggy, but you'll get the idea).

Any performance issues will arise on large maps? Did anyone did this before?

Thanks a lot!

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