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Topics - Sahkan

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1
NGUI 3 Support / Why isn't there an UpdateManager?
« on: March 07, 2017, 05:52:24 AM »
I'v noticed it is recommended from several sources to use an update manager that calls the update functions in the all scripts instead of using the usual Update() function on each one.
This article is from unity's website:
https://blogs.unity3d.com/2015/12/23/1k-update-calls/

So I wonder why is there no UpdateManager for NGUI?

2
NGUI 3 Support / How can I simulate hover with mobile touch?
« on: October 29, 2016, 09:21:13 AM »
I want to have hover events on objects I pass when dragging the finger on the screen, Just like it was a mouse cursor that triggers the OnHover event.

3
NGUI 3 Support / Is scaling up everything after removing UIRoot is ok?
« on: April 25, 2016, 10:33:43 AM »
I'v removed the UIRoot component from it's object ( which is a parent for all the other objects in the game ) since I'm not using ngui's sprites anymore.
However, I'm using widgets and UICamera for events.
Other than that, everything else are meshes.
The reason I'v removed the UIRoot component is that it's dynamic scale is messing up unity's particles.
Is it a good Idea to scale the main object to 1 instead of it's current scale? ( something like 0.0018 ).
Will it mess up the UICamera and UIWidget events? ( OnClick, OnHover etc.. ).

4
I want to simulate this event like the user was really released the mouse button.
Is it possible?

5
I want to have an object created when I'm start dragging from a certain object.
When the object created it should be dragged instead of the object that was initially clicked.
How can I make it happen?

6
Is there a way to set the alpha the zero and keep the collision?
In panels, widgets, sprites etc...
For now I'm just using alpha 0.001f.
However I'm not sure this is the right way to do it.

7
NGUI 3 Support / UIDragDropItem with perspective camera issue.
« on: February 22, 2016, 09:34:34 AM »
When Using this script on an object which has localPosition.z value different then zero, It will have an offset from the mouse position.
Is there a way to make it consider the object's z value?

8
When I'm using it, from time to time it will make almost a full circle in order to rotate only 15 degrees.

I only need a fix for when I have an item which has a rotation which is not zero in the z axis and I want it to zero it smoothly.

Edit: I'v noticed it happens only for rotations that will start with a negative value. That means more then 180.
It appears like it will only rotate clock-wise, Is there a way to change it?

9
Like so:

10
I'm using this code to restart a tween every time I play it, It works great for Style.Once.

  1.         tweenPosition_.from = transform.localPosition;
  2.         tweenPosition_.ResetToBeginning();
  3.         tweenPosition_.to = destination;
  4.         tweenPosition_.PlayForward();

But when I use Style.PingPong, It will will reset the animation but from the last starting point.
It means that if it started the "pong" animation, It will restart it from that "pong" and not from the "ping" state ( from the end instead of the beginning ).
How can I totally reset it?

11
I know in older versions on NGUI I had the option to choose between UI and Position.
I'm using the 3.9.6c version right now.
Is there a way to set it now?

12
NGUI 3 Support / UIGrid + Pivot:Center + Smooth = Overlapping elements.
« on: December 22, 2015, 02:10:53 AM »
UIGrid with pivot set to center and smooth on ( adding the springposition component to the element ) causes the elements to overlap each other.

Doing the same with "Left" as pivot, the elements will align just fine.
I'm using NGUI 3.9.4



*Edit:
I'm also using the UIDragDropItem to drag and drop in and out of grids.

13
NGUI 3 Support / Trying to mix Unity's new gui with NGUI.
« on: June 21, 2015, 12:32:33 PM »
I have a plugin that works on the new gui's canvas ( i can draw stuff on it in runtime ) and i want to place it in the middle of the screen in a certain panel.
At the moment, the new gui's canvas is below the NGUI's widgets, so they hide it, and i want it to be above them.
I'm trying to use the camera depth to move the new canvas forward ( to be above ngui's widgets ) and each time i do so, it just cause all the ngui's widgets to disappear ( or maybe become realllly small, because i see like a tiny box in the middle of the screen).
The new gui's canvas using it's own camera, and as far as i know it doesn't supposed to be a problem.
Is there a way to do it?

14
NGUI 3 Support / How can i prevent the extra IOS text area from showing ?
« on: February 23, 2015, 07:54:32 AM »
When i open a text area that can be used for more then one line ( pressing enter will go 1 line down) in ios, it will open an extra area with the buttons "done" and"cancel" under it.
And i want do to it in ngui for better looks, can it be done somehow ?

15
NGUI 3 Support / How do i modify the dimensions of UIPopupList ?
« on: February 22, 2015, 03:52:32 AM »
I use a button to open the list, and the list come down to much to the right side ( where the button is ) and the width is too small.
How can i modify it's default value ?

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