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Messages - FizzPow

Pages: [1] 2 3 ... 6
1
NGUI 3 Support / Re: dynamic font corruption on Galaxy S3
« on: August 26, 2014, 02:05:29 PM »
Sorry, this is from a project I haven't touched in almost a year now.  I gave up on using Dynamic fonts in new projects because I still kept having strange issues.  I might try again with uGUI.

2
NGUI 3 Support / Re: Atlasmaker / Fontmaker problem
« on: June 25, 2014, 04:39:15 PM »
Sprite is for uGUI when it comes out. I'd recommend you switch it to GUI and then advanced to get the correct settings, and then set it to Truecolor after.

Not entirely true.  Sprite is also for 2D stuff that's been in Unity for awhile now.  Either way, glad it was an easy fix once I figured it out.

3
NGUI 3 Support / Re: Atlasmaker / Fontmaker problem
« on: June 25, 2014, 02:24:18 PM »
I figured out a fix for this.  My atlas textures were set to texture type of Sprite, and I changed to Advanced.  I no longer get the error.  Sprite worked fine in U4.3 though.

4
NGUI 3 Support / Re: Atlasmaker / Fontmaker problem
« on: June 25, 2014, 01:33:38 PM »
Just updated to latest Unity 4.5.1f3 and NGUI 3.6.5 and now getting the same error whenever I update atlas, it also corrupted my atlas so all existing sprites turned into beige squares.  I had to rebuild it all again.  It seems to work now that I rebuilt it, but I still get the error every time I update it.

I tried a Reimport-All, no change.  I suppose other than the annoyance of having to rebuild my atlas, it's not causing other issues that I can tell so far.  Here is my error for reference:

I get these two each time I update:

  1. importer.GetNPOTScale() == TextureImporter::kNPOTKeep
  2. UnityEditor.AssetDatabase:ImportAsset(String, ImportAssetOptions)
  3. NGUIEditorTools:MakeTextureAnAtlas(String, Boolean, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:493)
  4. NGUIEditorTools:ImportTexture(String, Boolean, Boolean, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:507)
  5. UIAtlasMaker:UpdateTexture(UIAtlas, List`1) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:569)
  6. UIAtlasMaker:UpdateAtlas(UIAtlas, List`1) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:675)
  7. UIAtlasMaker:UpdateAtlas(List`1, Boolean) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:658)
  8. UIAtlasMaker:OnGUI() (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:1011)
  9. UnityEditor.DockArea:OnGUI()
  10.  

  1. importer.GetNPOTScale() == TextureImporter::kNPOTKeep
  2. UnityEditor.AssetDatabase:ImportAsset(String, ImportAssetOptions)
  3. NGUIEditorTools:MakeTextureAnAtlas(String, Boolean, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:493)
  4. NGUIEditorTools:ImportTexture(String, Boolean, Boolean, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:507)
  5. NGUIEditorTools:ImportTexture(Texture, Boolean, Boolean, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:526)
  6. UIAtlasMaker:ExtractSprites(UIAtlas, List`1) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:516)
  7. UIAtlasMaker:UpdateAtlas(List`1, Boolean) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:648)
  8. UIAtlasMaker:OnGUI() (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:1011)
  9. UnityEditor.DockArea:OnGUI()
  10.  


5
NGUI 3 Support / Re: Atlas save Filter and Format after update?
« on: June 25, 2014, 01:14:23 PM »
Just updated, still forces Trilinear filtering, which is the bigger issue for us, oh well =)

For our use, I just modified NGUIEditorTools: 485

  1.             if (NGUISettings.trueColorAtlas)
  2.             {
  3.                 settings.textureFormat = TextureImporterFormat.ARGB32;
  4.                 settings.filterMode = FilterMode.Trilinear;
  5.             }

6
NGUI 3 Support / Re: Atlas save Filter and Format after update?
« on: June 15, 2014, 07:42:10 PM »
Awesome!

7
NGUI 3 Support / Re: Atlas save Filter and Format after update?
« on: June 13, 2014, 03:40:51 PM »
Thanks! A checkbox option on Atlas Maker or something could be nice in future.  ;)

8
NGUI 3 Support / Atlas save Filter and Format after update?
« on: June 12, 2014, 12:49:13 PM »
Whenever I update my atlas, it changes the filtering to trilinear and format to true color.  I am using point filter and 16 bit color for a very specific use on pixel art.  Any way I can not have to fix this everytime I update the atlas?

9
4.6 has the new GUI system, I assume they would have to fix dynamic fonts for the built in labels to work properly?

10
Do we know if Unity 4.5 or upcoming 4.6 address any issues with dynamic fonts?  I would hate to have to switch back to bitmap fonts again.

11
NGUI 3 Support / Anchors acting strange 3.5.9
« on: May 12, 2014, 05:36:53 PM »
It seems that if I don't have the Game & Scene tabs both visible at the same time, the coordinates are not correct at all when I drag around an anchored object in my Scene view.  I usually just switch between those views like tabs, so I have larger working area for each.

I haven't used NGUI since the new anchor system, so I don't know if this is expected behavior but it had me stumped for awhile.

12
NGUI 3 Support / Re: UISpriteAnimation with UIStretch
« on: October 25, 2013, 12:08:04 AM »
Thanks, that works, any chance of making this a built-in option in UISpriteAnimation in the future?

13
NGUI 3 Support / UISpriteAnimation with UIStretch
« on: October 24, 2013, 01:06:27 PM »
This is causing flicker as it fights between pixel perfect & stretching it looks.  Any solution for this?  I tried parenting with empty game object and putting the Stretch on that, but doesn't work right I think because it has no dimensions.

14
NGUI 3 Support / Re: Determine where text is on screen?
« on: October 10, 2013, 09:34:10 AM »
I figured out a solution that allows me to keep my line centered and auto Shrink Content still.  ArenMook or anyone else, let me know if you see potential issues, but it works great in my tests:

  1.         //full label text is Testing highlighting [ffff00]words[ffffff] for lyrics testing shrink and stuff
  2.         string text = "Testing highlighting [ffff00]w";
  3.         Vector2 v2 = labelTest.font.CalculatePrintedSize(text, labelTest.supportEncoding, labelTest.symbolStyle);
  4.  
  5.         //determine shrink width %
  6.         float fXShrink = labelTest.localSize.x / labelTest.printedSize.x;
  7.  
  8.         //position icon above word
  9.         Vector3 v3 = IconContainer.transform.localPosition;
  10.         float fXPos = ( (v2.x * fXShrink) - (labelTest.localSize.x / 2.0f));
  11.         IconContainer.transform.localPosition = new Vector3(fXPos, v3.y, v3.z);
  12.  


15
NGUI 3 Support / Re: Determine where text is on screen?
« on: October 10, 2013, 08:07:03 AM »
Each lyric is only one line and I am using "Shrink Content" option to keep longer lines fitting and I am center-aligned.  I see UIFont.CalculatePrintedSize that would allow me to process text before the highlighted word perhaps, but that would only work to predict where the highlighted word would be if the text was left-aligned and had no shrinking I think?

Here's an example text I am using for testing:
"Testing highlighting [ffff00]words[ffffff] for lyrics testing shrink and stuff"

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