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Messages - Tutanhomon

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1
NGUI 3 Support / Re: UIWidget depth effect
« on: March 20, 2014, 03:46:41 AM »
Great thanks Aren!

2
NGUI 3 Support / UIWidget depth effect
« on: March 19, 2014, 06:31:47 AM »
Hi!
I have some sprites children to UIWidget. I expected that depth of this widget will have the same effect as UIPanel, but depth of UIWidget doesn't change anything.
To be more exact, I have an inventory with items, each one is a complex hierarchy of sprites and labels, all placed under UIWidget. When I start dragging one of inventory items, it's parts intersect with other's, cuz they have same depth. So before dragging I tried to increment depth of root UIWidget of graggable item, hoping that it will bring it front of other. But it had no effect. So, I had to place a UIPanel on top of each inventory item, and manipulate panel's depth.
So, is it bug or feature, this UIWidget's behaviour?
And what's the best way to solve such problems?
Thanks in advance.

3
several people on our project met this error...
anyone else?

4
I have same problem
And I guess it occures when atlas switches it's resolution - whether using "force square" option or when filling atlas with some number of sprites that it gets switched automatically.

5
NGUI 3 Support / Panel tool enables objects not meant to be enabled
« on: May 17, 2013, 07:03:40 AM »
So, the subj causes us not to use panel tool at all...
The situation when you dont wish some objects to be enabled in hierachy is rather common, but panel tool does not take in account previous enabled state of the widget - in enables everything in the panel. I dont consider this is correct behaviour for a panel tool... For example, we have game menu with several "screens", each of them is a panel, and we switch on and off one of them using SetActive() method. But in editor it would be convenient to use the panel tool for screen switching puposes.
Or maybe we're trying to use panel tool for a wrong purpose?

6
NGUI 3 Support / Re: cant see dragable handles
« on: May 17, 2013, 03:41:16 AM »
thatnks =))
haven't even thought about this )

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NGUI 3 Support / cant see dragable handles
« on: May 16, 2013, 04:07:23 AM »
subj
ngui 2.6.1
unity 4.1.2
Quote
Now using the 2.5.0+ GUI handles. Selecting a widget will bring up draggable handles.
UnityEngine.Debug:Log(Object)
NGUIMenu:ToggleNewGUI() (at Assets/NGUI/Scripts/Editor/NGUIMenu.cs:226)

but cant see any handles when selecting a widget
so what can be wrong?

8
NGUI 3 Support / Re: Atlas Inspector does not show buttons
« on: May 15, 2013, 12:04:49 PM »
You need to use the Atlas Maker tool.

and what about deleting sprites?
It's much easier to delete them with preview, than from list

9
NGUI 3 Support / Re: Emotion symbols no longer work in 2.6.1
« on: May 15, 2013, 11:15:29 AM »
ah, we just need font to reference an atlas, not just use font without atlas

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NGUI 3 Support / Re: Emotion symbols no longer work in 2.6.1
« on: May 15, 2013, 10:06:20 AM »
I guess UIFontInspector wos not imported correctly, because I didn't see such controls in font inspector.
anyway, thanks for reply! =)

11
NGUI 3 Support / Emotion symbols no longer work in 2.6.1
« on: May 15, 2013, 06:57:30 AM »
the sequences I've added to font

symbol sequence=$$ x=16 y=255 width=81 height=80
symbol sequence=@@ x=107 y=255 width=60 height=80

that worked in 2.5 no longer work in 2.6.1
Any suggestions?

12
NGUI 3 Support / Easiest way to delete sprites from atlas?
« on: May 15, 2013, 03:46:14 AM »
Back to removed features...
I'm really frustrated that "delete sprite" button has been removed from atlas inspector.
Deleting sprites via atlas making is rather convenient cuz you can remove several sprites in one click.
But now I just can't see what sprites I'm deleting... I have to use "Sprite" button in atlas inspector to see entire list of sprites, visually find sprite I want to delete, then remember it's name, then cme back to atlas maker and delete sprite... And if I need to delete lots of them? Should I firs write down their names to the paper?? So why not to extend "Select a sprite" window and add sprites manageement functionality there, like deleting or cloning sprites... Or maybe I'm missing some other ways?

13
NGUI 3 Support / Re: Referenced Atlas's and Fonts
« on: April 06, 2013, 05:12:26 AM »
HI
just want to extend a question a little, seems like the topic is rather close

I have Reference atlas, HD and SD atlases (they are similar, SD atlas were made by duplicating HD atlas and making texture 2x smaller)
So, both atlases contain font named "Calibri". Sprites for the fonts display correctly in atlas inspector.

Next, I have calibri uifont that uses Reference atlas, and as far as I understand it takes "Calibri" sprite from one of the atlases, that reference atlas references to :)

The problem is, that when I switch atlases in my reference atlas, the font in the label is displayed correctly only for HD atlas, for SD atlas it loses it's coordinates (it seems like rect's position is OK, just the size of sprite isn't twice smaller for SD atlas).
Sprites' coords are set to "UV" for both HD and SD atlases.

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