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Topics - konsnos

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NGUI 3 Support / Not seamless NGUI using Application.LoadLevelAsync
« on: November 28, 2014, 04:20:14 PM »
Hello again,

I'm having a strange problem. I have a MainMenu screen, which I set the UIRoot to be Constrained (Width 1920, Height 1080, both Fit), a Loading screen with the same parameters, and my Gameplay screen which is set to Flexible.

The transition between MainMenu and Loading screens is seamless. However when I LoadLevelAsync from Loading, which I have set to DontDestroyOnLoad, to Gameplay screen, I can see my Gameplay UI correctly and when I manually destroy Loading screen, it then repositions itself to somewhere in the middle.

I have tried to fix it but to no avail :( Am I missing something? Any help is appreciated. I want to keep the Scaling Style Flexible for Gameplay screen.

Hello Aren,

I've been messing around with Atlas Maker quite some time now and one thing has really irritated me. It isn't easy to remove many sprites. Could there be a multiple selection for it?

Other than that, it's great. Once again thanks for NGUI :)

NGUI 3 Support / [Request] Better Tooltip controls
« on: August 25, 2014, 10:22:45 AM »
Hello ArenMook. I've been using NGUI for a lot of time now, and the more I used it the better I understand it. It's really top and must-have for Unity3D and IMO better than uGUI so far.
But I have a few requests about the tooltip which I feel is undervalued in the whole package.

Follow mouse - Sometimes it shows up in totally bad places and I want to move it out. If the tooltip follows the mouse it would be highly convenient. Many times in games which have this feature I move it in the best possible place to watch the game but in parallel read the tooltip (eg. an ability which I want to better understand or the updated stats of my units in Rome Total War)
Multiple Text sizes - Example: Title and the description of an item. Things in parenthesis, and other stuff. I know I can set a tooltip with many UILabels to achieve this but it is not straightforward (in fact a bit hard, and adding more than one tooltips needs some tweaking), but it would be more convenient to be able to do it in one UILabel.
Better Pivot Point Controls - Currently it's top left. If I change it it's messed up and it needs some love in the script to make it work again. It should just work.
Appear Delay - Very useful. Best implemented at function ShowText, so that each element may have its own delay. I've created a coroutine to handle this, which was fairly easy, but after each update of NGUI I must copy-paste my changes.

Just wanted to drop my thoughts.  :) Your GUI rocks! Cheers.

NGUI 3 Support / Can't animate alpha
« on: July 18, 2014, 04:22:08 AM »

I've been using NGUI for quire some time now. Somehow I did something and ruined an alpha animation that I had and now I don't know what to do to bring it back. I have a UISprite which I want to constantly fade in/out. I've added the script Tween Alpha and I've set From:1, To:0, Play Styte: Ping Pong, Duration 0.8. I can see the animation in the inspector but in the editor i can't see any change.

What could I possibly have done wrong?
Current NGUI version : 3.6.3

Hello all,

I'm trying to create an atlas with my textures and I'm having a series of problems.

  • I can't seem to use Texture Packer to create my texture atlas. I'm creating in the same folder the atlas with export setting as "UNITY - JSON data (.txt)"
    Then I'm creating a game object and add it the script UIAtlas. I create a new material and assign it to the Material reference in the script. then in the TP Import I'm trying to assign the generated txt, and when I do that I get the extra options of Modify, although the reference remains empty and no texture atlas is generated.
  • When I create an atlas with atlas maker (with Unity Packer) it affects the import settings of the affected textures and I have to reset them all. In particular I set the Alpha Is Transparent and it gets deactivated. Though, the result in the new prefab shows up correct when I select the textures.
  • I set up the button and the resulted button is a little "cut" in the left for no reason. The sample sprite in the inspector inside the Atlas shows up correct. Have I done something wrong here?

Thanks for the help :)

NGUI 3 Support / Different position of button in editor and in game
« on: April 15, 2014, 04:54:49 AM »
Attached images. Seems weird and these are in the same resolution. Am I doing something wrong?
I am using anchors in order to keep the buttons to the positions I want.

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