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Topics - rain

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I've put together a vertical UIScrollView and a UIWrapContent with a list of over 1000 items (with 10 gameobjects actually existing at a time) and I've noticed that if I used SpringPanel to get from the bottom of the list to the top of the list, the items lag behind the scrollview and sometimes don't catch up to the scrollview at all.

Can this issue be solved or do I have to look for another approach for this kind of thing?

NGUI 3 Support / Multiple TweenPosition editing in inspector
« on: July 18, 2014, 02:43:36 AM »
What prevents unity from multi-object editing multiple TweenPosition scripts in editor? It'd be nice to be able to adjust stuff like "Ignore time scale" and such on several objects at once via inspector.

NGUI 3 Support / Getting 3D objects with custom shaders clipped
« on: May 22, 2014, 08:29:46 AM »

I'm making a store screen menu for the game I'm working on and got stuck with this:
I have a scrollview in which the purchasable items will be displayed via their in-game 3D models and the scrollview obviously doesn't soft clip the 3D objects when it's expected to.

How could i make them get clipped?

Ps: I've never worked with shaders before

NGUI 3 Support / Forcing a UILocalize component to localize
« on: February 20, 2014, 09:03:18 AM »

Before 3.5.0, i could force specific UILocalize script instances to relocalize themselves by calling .Localize() on them.
This seems to have disappeared in the latest version, what's the new approach?

Thanks in advance!

NGUI 3 Support / Panel and TweenAlpha bug
« on: February 13, 2014, 12:12:12 PM »

I found a possible bug regarding panels and a TweenAlpha script, here's how to reproduce it:

1.)Create a 2D UI
2.)Create a Panel ("Panel-A")
3.)Create a Panel ("Panel-B") as a child of Panel-A
4.)Create a sprite as a child of Panel-B
5.)Place a TweenAlpha script on Panel-A
   OnFinished: TweenAlpha.ResetToBeginning()
6.) Press play
Panel alpha fades to zero, OnFinished sets the alpha to 1 on finish but the panel's content stays invisible.

Newest NGUI with Unity 4.3.0f4, dunno if this happens on other Unity versions as well.

NGUI 3 Support / [Solved]Scrollview and Scrollbar issue on startup
« on: February 04, 2014, 12:19:26 PM »

I've encountered an issue where a ScrollView would not start in its intended position (0,0,0) but "scrolled down" by ~300 units, but only if a UIScrollBar is assigned to it.

What could be going wrong here?

Thanks in advance.

NGUI 3 Support / UISlider scaling issue
« on: July 19, 2013, 11:59:46 AM »

I have a Slider built from UISlider and different types of Sprites(see attachment for picture).
The left and right side(1 and 4) is made of simple sprites. Between them, the body of the slider is a tiled sprite which is tiled from the part numbered 3. The slider foreground is also a tiled sprite from the part numbered 2. A custom-made script manages the size of the middle part depending on a certain container size so the slider won't grow bigger than that.

My issue is: If I scale the middle part of the slider in runtime, making the clickable area smaller or bigger, the UISlider script won't keep up with the changes and its collider will be out of sync.

Any ideas to fix this?

NGUI 3 Support / UIStretch, UIClip relation
« on: October 07, 2012, 05:19:08 PM »

I strech my UI for different resolutions by putting a UIStretch on the UI Root itself and there weren't any problems so far, but i noticed that it messed up the elements which used clipping. How is UIStretch related to clipping?

NGUI 3 Support / UILabel line count
« on: September 21, 2012, 09:39:20 AM »

The question is simple: how do I count how many lines does a UILabel have?

NGUI 3 Support / Weird tweens
« on: June 25, 2012, 11:18:44 AM »

I have a sidebar menu which has buttons arranged with a UIGrid. I have these buttons fade in by firing their TweenPosition scripts, but when I want to do it backwards, a few of them just instantly "teleport" back to the original position, not respecting the duration.

Did I mess something up or is it just a weird problem?

NGUI 3 Support / Suggestion: UISpriteAnimation stop/pause function
« on: June 13, 2012, 10:55:58 AM »

It would come handy for me, if there was a function or property in the UISpriteAnimation which would make the animation stop or pause, so i wouldn't need to modify this script every time an update is released.

Best Regards

NGUI 3 Support / UILabel alpha performance hit
« on: May 21, 2012, 11:16:03 AM »

I have a "Help" menu in my application which has large amounts of text on it stored in a UILabel.
When this menu is closed, all of its components' alpha value is lerped to 0, making it fade out, then it gets destroyed.
My issue is: Lerping the alpha of a UILabel having a large text results in a huge performance hit on an iPhone 3GS and iPhone 4.
The profiler shows that the UIPanel's lateupdate method reserves the 80% of the available resources when doing the alpha fade.

Is there a workaround to this performance issue?


NGUI 3 Support / Slider issue
« on: May 15, 2012, 11:53:37 AM »

I just placed 2 sliders in my existing project, and i noticed that if I move the slider's thumb to the left end of the slider, and then move it right, the coloring of the slider becomes buggy( the slider looks like its value is on 1.00 regardless of the thumb's position). If this procedure is repeated, the slider shows the right coloring values again.

Is there any way to fix this?


NGUI 3 Support / Reverse tweening via code
« on: May 11, 2012, 12:05:58 PM »

I have a menu bar which i instantiate via code into the game. It has a UIGrid with Button GameObjects, each button having a tween position script attached to it. These tween position scripts are disabled by default and set in a way that the buttons don't arrive at their destination in the same time, but with a delay. The method which instantiates the the menu bar (playTweens) starts the tween position scripts by iterating through the UIGrid's Button GameObjects.

I am currently trying to make these tween position scripts reversible( menu Back button ), but I have no clue on how to call the tween position scripts reversed.


NGUI 3 Support / Spirtes and Particle systems
« on: May 08, 2012, 11:15:04 AM »

I have a main menu which consists of a sprite for background, a sprite for the game's title bar, a few buttons and a particle system.
The setup in terms of Z coordinates look like this: Camera-> Buttons -> Title bar -> Particle system -> Background.

My problem is that the particles emitted by the Particle system sometimes "disappear" for a while, then reappear randomly. It's like NGUI can't decide whether to draw the sprites behind the particles or ahead of them. For a few frames, it draws behind the particles, then for a few frames it draws ahead of them.

Is there any way to fix this?

Ps: I'm using the latest version of both NGUI paid version and Unity Pro iOS.


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