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Messages - Isamson

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NGUI 3 Support / Re: UIAtlas not unloaded after LoadLevel
« on: August 20, 2014, 07:39:54 AM »
Absolutely nothing that I can see.
I've modified the scenes of the testProject so that they only have 1 UIsprite within the scene. I've a single UIButton using only a UILabel as reference.
But when I switch from 1 scene to the next, I still have the UIAtlas loaded to memory.

Have you looked at the scene I've PMed you?

NGUI 3 Support / Re: UIAtlas not unloaded after LoadLevel
« on: August 19, 2014, 01:33:21 PM »
It doesn't work, I still have the UIAtlas of the last loaded scene.

NGUI 3 Support / Re: UIAtlas not unloaded after LoadLevel
« on: August 19, 2014, 10:38:06 AM »
I've checked with the code team and they do set all prefabs references to null. I've PM you a link to my test project.

NGUI 3 Support / Re: UIAtlas not unloaded after LoadLevel
« on: August 18, 2014, 07:54:49 AM »
In the test project I've built, I don't instantiate the prefabs. They are simply dropped into the scene and saved there so I don't have to load them.

About our main project, I'm pretty sure the prefabs are assigned to null, but I'll check with the code team to make sure.

NGUI 3 Support / UIAtlas not unloaded after LoadLevel
« on: August 15, 2014, 05:18:11 PM »
NGUI Version: 3.6.9
Unity version: 4.5.0f6 Pro

Hi Guys, we've been having memory leak problems with our project lately so we've decided to take a closer look at the Profiler. That's when we noticed that some UIAtlas are not unloaded. We've found this post: and decided to update NGUI in the hopes that this fix was added. It was but it didn't completely fixed our problem.

It would remove the UIAtlas only if the UIRoot was not a prefab. Since we instantiate the UIRoot at the loading of the scene, all our UI is made up of prefabs.

I thought it could be our project so I've re-created a new project from scratch using the NGUI example textures. This new project loop through 3 scenes and behaves the exact same way as our project. If you save the UIRoot as a prefab (blue) the UIAtlas is not unloaded. If the UIRoot prefab is gray, it gets removed at loading.

ArenMook: I have a testProject if you want it. PM me and I'll forward a download link.

NGUI 3 Support / Re: UISprite not displayed over Widget
« on: August 11, 2014, 07:59:32 AM »
Sorry  about the lack of information. Here is the hierarchy:

- offset
   - UIPanel
      - UIGrid
         - Gameobject_01
            - TweenScale
               - UILabel
               - UILabel
               - UILabel
               - UILabel
               - UISprite
         - Gameobject_02
         - Gameobject_03
         - ...

- Neither of these objects have more than 1 Widget.
- there is no scrollview (yet)
- it is not scrolled.
- I add to the list by instantiating prefabs to the UIGrid. To remove object, I simply hide then (go.SetActive(false);
   Once the objects are added or hidden, I set the Reposition variable to "true" .
- No panel has a widget on it.
- When I hide the panel, I move it's parent to (-5000, -5000, 0)
- My panel uses "Soft Clip" with a value of 4

Oh! and this panel is a child of another panel (don't know if this could cause problems)

I just ran a test and not using the UIGrid Reposition system fixes this problem. Maybe moving the uipanel parent and running UIGrid repositioning at the same time is causing the problem.

NGUI 3 Support / UISprite not displayed over Widget
« on: August 08, 2014, 10:58:15 AM »
Hi Guys, I don't know if any of you experienced this problem but I really need a solution.

I have a panel that I hide and move out of the way when it's not needed. Within that panel is a grid where I generate prefabs. These prefabs are updated every time I display the panel. The first time the panel is displayed, every sprite is in the right spot but if I popup the panel again, the sprites texture is not aligned with the widget (see attached picture)

The only way to display the sprite properly is to update some value that will force it to refresh (scale, position, etc.)

Any help would be appreciated.

NGUI 3 Support / Re: Fixed Size vs Pixel Perfect
« on: July 28, 2014, 02:31:15 PM »
Amen to that. But that might require vector support by Unity no? (vector support would also be amazing!)

NGUI 3 Support / Re: Fixed Size vs Pixel Perfect
« on: July 28, 2014, 07:43:28 AM »
Nicki: Thanks for the explanation. From what I understand, this means that doing a "Snap to Pixel" in while in "Fixed size" will not use the base resolution setting to calculate the snapping, but the actual window pixels to "Snap to pixel". This would explain the blurriness and why I get better result if I "Snap to pixel" on a UIRoot using "Pixel Perfect" and switch back to a UIRoot using "Fixed Size".

Does dynamic fonts get scaled down also or do they switch font size to fix the new resolution?

NGUI 3 Support / Re: Fixed Size vs Pixel Perfect
« on: July 25, 2014, 07:40:07 AM »
Sorry about the naming convention, "Snap to pixel" is what I mean.

What I would like to understand is why there is such a big difference of quality between 2 UIRoot set at FixedSize.
* On the first one I set UIRoot to FixedSize and do a "Snap to Pixel" on it. The result stays a little blurry.
* On the second, I set UIRoot to PixelPerfect, do a "Snap to Pixel" on it and switch the UIRoot back to FixedSize.

At the end, both UI root are at FixedSize, but the quality of the "Snap to Pixel" is very different. Is it because the resolution to "Snap to Pixel" used by the FixedSize will take the resolution of my work window instead of the native resolution?

NGUI 3 Support / Re: Fixed Size vs Pixel Perfect
« on: July 24, 2014, 07:37:13 AM »
ArenMook: I understand perfectly that FixedSize cannot guaranty a crisp look, what I don't understand is why making the UIRoot PixelPerfect while it's is FixedSize or PixelPerfect doesn't snap/resize the same way. Shouldn't making pixelperfect in FixedSize use the original size to snap/resize? I don't know if it's because I'm not understanding things correctly...

Wisteso: I'll have a look at this, but I found that long paragraphs will be crisp on certain lines while 2-3 lines lower they get all fuzzy.

I've got the feeling I'll have to switch to PixelPerfect for the whole UI, which might not be a bad thing ;) (but a lot more overtime)

NGUI 3 Support / Fixed Size vs Pixel Perfect
« on: July 23, 2014, 07:55:23 AM »
Hi guys,

I'm doing a project and we've been wondering how to setup the UI: Fixed size or Pixel perfect. I understand the difference between the 2 and I know that pixel perfect might be a little fuzzy. But I encountered something strange with the fixed size:

Step 1 - While my uiRoot is in fixed size, I make it pixel perfect to properly align every asset underneath it. I looked at the appearance of the ui and it has a little fuzziness, even in the base resolution. I take a screenshot.
Step 2 - I then switch my uiRoot to pixel perfect and make it pixel perfect. Everything become neat and crispy. I take a screenshot.
Step 3 - I switch my uiRoot back to fixed size but I don't touch a thing. I take a screenshot.

I then compared all 3 screenshots and this is the weird part, screenshot 3 is less fuzzy than screenshot 1. Is there any reason to this?

NGUI 3 Support / Re: UIPanel softclipping bug
« on: June 05, 2014, 07:39:06 AM »
I'm using uScript instead of pure C Sharp code which makes it difficult to post my code.

What I'll do is switch to NGUITools.AddChild and let you know how it turns out.

NGUI 3 Support / Re: UIPanel softclipping bug
« on: June 04, 2014, 07:34:37 AM »
I do use instantiate, but I resize the object and position it properly. I can actually see the panels content at first, by problem happens after I move the panels parent to (-5000,-5000,0), de-activate it, then move it back to (0,0,0) and re-activate it.

Once it gets reactivated, it doesn't display the child IF the panel has a clipping value. This manipulation works fine if the panel has no clipping.

NGUI 3 Support / Re: UIPanel softclipping bug
« on: June 03, 2014, 05:14:19 PM »
Hey Nicky,
I've worked in tech support, I don't get frustrated when someone asks me to start at the beginning  ;)

Sprites are not hidden.
Alpha for this panel or the sprite is not set to 0, it's set to 1 for the panel and 255 for the sprite
Gizmo for the panel is visible
Double clicking a sprite will bring me to the right place
The components within the panel are enabled
How do you disable the widget for a sprite?

What I can tell you is this:
- Changing the size of the clipping for the panel will reveal the visible sprites.
- Changing width or height of a sprite will reveal it.
- Changing the depth will NOT reveal the sprite.
- I've also tried a Force Refresh on the UIPanel but it doesn't work.

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