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Topics - Tatanan

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NGUI 3 Support / ScrollView and Atlas Reference not clipping
« on: January 05, 2017, 04:09:31 AM »

I after update to unity 5.5.0 (NGUI 3.11.1) ScrollViews don´t clip sprites that use Reference Atlas.
The Sprite disappears when all the content moves out the panel but the clip effect is lost.
Sprites that use Normal Atlas still clip right.

Any idea?

NGUI 3 Support / Return on UIInput
« on: November 30, 2015, 06:51:14 AM »
When typing "Return" on a UIInput, the "onsubmit" event is triggered.
When typing "return" but on the numerical part on the keyboard, no onsubmit is triggered.
So, one "return" works and one "return" doesn't work.

Could can i make both one work?

NGUI 3 Support / Special Characters
« on: November 26, 2015, 03:30:18 PM »
When using NGUI and trying to write non alphanumeric characters, I can't. They just don't appear.
Examples: ñ, ç, á, é, etc.

I use normal font, not those png fonts.

How can I fix that?

NGUI 3 Support / 2 cameras: 2 events?
« on: August 31, 2015, 04:28:56 AM »
Let's consider I have 2 cameras with one UI Camera each and each of them showing one Layer.
If I have UI Widget, one below the other, each one on one layer, will I have 2 events when clicked?

In other words, I have:
> UI Root (Layer 1)
>> Camera (Layer 1)
>> Widget (Layer 1)
> UI Root (Layer 2)
>> Camera (Layer 2)
>> Widget (Layer 2)
Both widgets with colliders and listening to the click event.
Will the click dispatch 2 events since the widgets are not on the same layer?

NGUI 3 Support / Render from camera to texture
« on: July 17, 2015, 10:01:52 AM »
I am trying to take a (portion of a) screenshot with a camera and then put it as main texture in a UI Texture.

This is my code:

  1.                 private IEnumerator RenderTextureOnUpdate(UITexture texture){
  2.                         yield return new WaitForEndOfFrame();
  4.                         Texture2D tex = new Texture2D(434, 608);
  5.                         tex.ReadPixels(new Rect(0, 0, 434, 608), 0, 0);        
  6.                         tex.Apply();
  8.                         texture.mainTexture = tex;
  9.                 }

Is it correct?
The UITexture shows always a black image, ie, no texture.

This code is attached to a camera.

NGUI 3 Support / Resizing large images (2d Sprite or NGUI textures)
« on: July 17, 2015, 06:03:23 AM »
I have an image very large (2000x1500)  which I use sometimes scaled at 30%.
I use it with 2D Sprites or just UI Textures, but when scaling it (to smaller), it shows it "ugly", without quality.
I don't know the verb in English for this effect.

How can I use large images without losing quality when using them resized to small?

NGUI 3 Support / Particles with NGUI
« on: July 02, 2015, 10:05:32 AM »
  • Does NGUI have his own particles system?
  • Is it possible and enough to use the Unity particle system itself without having problems with NGUI?

Basically I want to make the standard animation of giving many coins in a rewards with particles and looking for the best way, since I'm making all the (2D) game with NGUI.

NGUI 3 Support / Screenshots to UISprite
« on: June 30, 2015, 10:27:16 AM »
  1. Texture2D tex = new Texture2D(128, 128);
  2. tex.ReadPixels(new Rect(0, 0, 128, 128), 0, 0);
  3. tex.Apply();
I can take a screenshot. How can I put it in a UI Sprite?
I guess it should be a UI 2D Sprite, right?

Thank you.

I have 2 UI Roots, with 2 panels and 2 cameras.
Each "team" has different layer, the panels has different depth and the culling masks are assign to the corresponding layers.

It was supposed that a panel with bigger depth will be catch the raycasts (click events) first, wasn't it?

Instead the sprites on the layer with smaller depth and on the panel with smaller depth receive the click before the elements in the bigger depth.
I mean, the sprite which I see above on the Game is not the one which receive the click, even if this game has the collider and so on.

What am I doing wrong? The visual depth and collider depth is not the same?

Thank you.

NGUI 3 Support / Sharing Atlas with git
« on: June 22, 2015, 04:37:20 AM »
We use Git for sharing files with the team.
When a developer edit an atlas (on Mac) and push it to the git, and then I pull it (to my PC), then the position of every file is changed and then the layout gets awful.

What am I doing bad?

Thank you.

We are 2 on our team and share files throught Git.
I have edited an atlases and share it to my partner and positions are not maintained.
The atlas is correct (the images) but when selecting an sprite it shows a different sprite.

Which can be the problem?

I am using Windows and him Mac, but I guess this is not related.

If you need a screenshot or more information, please tell me.

NGUI 3 Support / Check if a spritename exists in a UISprite
« on: May 04, 2015, 10:09:04 AM »
If I make
  1. uiSprite.spriteName = "xxx";
I'm changing the sprite of a UISprite object.
But, how could I know if "xxx" is indeed in the atlas, ie, if it exists?

NGUI 3 Support / NGUI on Iphone4 and Iphone4S
« on: April 09, 2015, 09:11:47 AM »
I'm trying a pure NGUI project on Iphone4 and Iphone4s and it goes much slower than usual.
Is there any issue with NGUI and those devices?

NGUI 3 Support / References among projects
« on: March 16, 2015, 06:11:43 AM »
This is not a NGUI question, but a Unity one instead. So, dear admis: feel free to remove the question if it's not appropiate.

First of all, sorry for the title, I didn't found a better one.

Let's consider the following scenario: We are developing several games with 2 parts, Core and Game, for each game. Each part is a folder. On Core we put all the elements we share along the game.

Imagine a scene from Core points/references to a texture on Game. It does work. But now imagine I copy and past Core and I use it on anothe game. This second game also has the a texture on the same place with the same name. So the doubt is, will the previous pointer point now to the new texture?

Does all this have any relation to the .meta files?

Example: On Core I have the Home Scene which show the logo of game A. Now the very same folder of Core is pasted on game B. Will it now show the logo of game B or null?

NGUI 3 Support / Reference atlases thoughout scenes
« on: March 10, 2015, 11:21:28 AM »
This is a bit complicated question, at least for me.
It's about references and pointers in Unity when handling reference atlases.

Let's consider this sceneario:
- Reference Atlas "Ref" point to normal atlas "SD-Atlas"
- Scene 1 using Ref.
- Scene 2 using Ref.
- In scene 1 I update Ref with "HD-Atlas".
- I move to scene 2.
Will Ref point to HD or SD Atlas now?

My concern is: when you have 2 gameObject in Unity in 2 different scenes (which are the same) and you modify one of them. Then, if you change the scene, this update is gone, since each scene loads the default settings.  However, references altases are not designed to work this way. So, how can they do it? How can they "save data" between scenes?

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