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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.

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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 :)

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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.

4
NGUI 3 Support / Can't animate alpha
« on: July 18, 2014, 04:22:08 AM »
Hello,

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

5
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 :)

6
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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