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Messages - Erbacher

Pages: [1] 2
1
I seem to miss the really obvious things :(.

Thanks a lot ArneMook for the fast reply.

2
Hi guys,

I am creating a small Menu and I am adding small children into body of the menu using a ScrollView and a UITable:



However as you can see my alignment is off. I would like to be able to have all the child widgets aligned to the left hand side and not centered like they are.

I have tried using both a UIGrid and UITable for this, and for some reason unable to see a option which can help me get this to look how I want.

Can someone please show me where I am going wrong?.. Thanks :)

3
NGUI 3 Support / Re: Scaling buttons
« on: April 04, 2014, 05:35:48 AM »
Hi Aren,

Even if the Tween Scale is set to 0.1, the same problem is occurring.



When you hover over the sprite/button you will notice that the sprite scales back down to that 0.1 size set in Tween Scale. It seems that the UIButton Scale is making the Tween Scale component scale the sprite back to the From size.

I noticed that even if you disable the Tween Scale component after the animation is complete. UIButton Scale's Hover does still not work correctly?

This is what happens to Tween Scale when you hover over the sprite:



Is there a better way for us to have both Tween Scale and UIButton Scale working without colliding with each other?

Thanks for your time.

4
Hello,

I am trying to create a prefab which has a number of collision boxes on it so I can have a user interact with this prefab in different ways.



As you can see from the image I have a large collision box covering more than the size of the prefab which I have hooked up to a method which is called when OnHover is true over this area.
This collision box for the OnHover, is part of the parent of the prefab and has been set behind the children of the prefab in the Z axis. (20 pixels behind the rest of the collision boxes).

My problem is that the method which is meant to be called when the OnDrag collision boxes is set to true (when the user clicks and drags from these areas), not longer gets called.
I understand that the bigger collision box must be blocking the interaction with the Drag collision boxes.

If someone could let me know how I can control my collisions boxes better I would be extremely happy.

Thanks for your time.

5
Oh wow its really that simple.. I don't know how I missed that.. Thanks a lot!

6
Hi guys,

I've had a look at the documentation and other forum posts and I was shocked to see that I can not find a answer to what I thought was a simple question.

I'm looking to have full control over a Tween's animation, for example the Tween Position Component.

As it stands at the moment I am able to attach a Tween Position Component to a GameObject and when I press play in Unity the Tween animation starts automatically.
I understand I can use UIPlayTween to have some control over playing the tween again. However my main issue is that I do not want the Tween to start automatically.

So the question is, am I able to have control over when a Tween's animation plays for the first time?

If I have missed something really simple I do apologise, but can someone point me the correct direction please? :)

Thanks a lot.

7
NGUI 3 Support / Re: Unity crashing when using a NGUI scroll bar.
« on: January 09, 2014, 04:51:03 PM »
Hi again guys,

I finally got around to updating NGUI.

First off I can now see that updating NGUI has stopped Unity crashing as soon as I click on the scroll bar while in the game view.

However I am now seeing a crash when I click on different Game Objects in the Hierarchy. This is not 100% but does happen often, I have seen it crash when clicking on a wide selection of different Game Objects.

I think the stacktrace is the same, but here is the latest one just incase:
  1. ========== OUTPUTING STACK TRACE ==================
  2.  
  3. (0x0AF610C6) c:\buildagent\work\de0bdf8cacffc05\eglib\src\goutput.c (159 + 0x2): g_logv + 0x6f
  4. (0x0AF610E7) c:\buildagent\work\de0bdf8cacffc05\eglib\src\goutput.c (169 + 0x12): g_log + 0x15
  5. (0x0B06796B) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (402 + 0x1b): rgctx_template_set_other_slot + 0xe5
  6. (0x0B0680B2) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (849 + 0x0): fill_in_rgctx_template_slot + 0x53
  7. (0x0B068185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  8. (0x0B068185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  9. (0x0B068185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  10. (0x0B068185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  11. (0x0B068185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  12. (0x0B068185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  13. (0x0B068185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  14. (0x0B068228) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (912 + 0x12): register_other_info + 0x8e
  15. (0x0B06835D) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (977 + 0xf): lookup_or_register_other_info + 0xce
  16. (0x0B068444) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (1020 + 0x12): mono_method_lookup_or_register_other_info + 0x8e
  17. (0x0B04C664) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (2816 + 0x1b): mono_resolve_patch_target + 0x4c6
  18. (0x0B064F08) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini-x86.c (4428 + 0x0): mono_arch_patch_code + 0x3b
  19. (0x0B04E162) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (3249 + 0x0): mono_codegen + 0x2c8
  20. (0x0B04ED16) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (3992 + 0x0): mini_method_compile + 0xb4a
  21. (0x0B04F4DE) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4318 + 0x10): mono_jit_compile_method_inner + 0x1d8
  22. (0x0B04FA3B) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4530 + 0xf): mono_jit_compile_method_with_opt + 0x134
  23. (0x0B04FAA8) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4555 + 0x12): mono_jit_compile_method + 0x1b
  24. (0x0B04976A) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini-trampolines.c (477 + 0x6): mono_magic_trampoline + 0x580
  25. (0x0B290066) ((module-name not available)): (filename not available): (function-name not available) + 0x0
  26. (0x1655BE1F) (Mono JIT code): (filename not available):  (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x8f (1655BD90 1655BEEA) [0A3C6BD0 - Unity Child Domain] + 0x0
  27. (0x0B04FCF6) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4889 + 0xc): mono_jit_runtime_invoke + 0x214
  28. (0x0AFBD603) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\object.c (2618 + 0x10): mono_runtime_invoke + 0x51
  29. (0x0AFC2451) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\object.c (3822 + 0x0): mono_runtime_invoke_array + 0x38b
  30. (0x0AF8F404) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\icall.c (2856 + 0xe): ves_icall_InternalInvoke + 0x22e
  31. (0x1653A488) (Mono JIT code): (filename not available):  (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) + 0x90 (1653A3F8 1653A4C8) [0A3C6BD0 - Unity Child Domain] + 0x0
  32. (0x16539330) (Mono JIT code): (filename not available):  System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) + 0x370 (16538FC0 16539418) [0A3C6BD0 - Unity Child Domain] + 0x0
  33. (0x16592715) (Mono JIT code): (filename not available):  System.Reflection.MethodBase:Invoke (object,object[]) + 0x4d (165926C8 16592720) [0A3C6BD0 - Unity Child Domain] + 0x0
  34. (0x1662E932) (Mono JIT code): (filename not available):  UnityEditor.SceneView:CallOnSceneGUI () + 0x25a (1662E6D8 1662EA85) [0A3C6BD0 - Unity Child Domain] + 0x0
  35. (0x1662CF27) (Mono JIT code): (filename not available):  UnityEditor.SceneView:HandleSelectionAndOnSceneGUI () + 0x47 (1662CEE0 1662CF3E) [0A3C6BD0 - Unity Child Domain] + 0x0
  36. (0x16622046) (Mono JIT code): (filename not available):  UnityEditor.SceneView:OnGUI () + 0x292e (1661F718 16622A69) [0A3C6BD0 - Unity Child Domain] + 0x0
  37. (0x1655BE1F) (Mono JIT code): (filename not available):  (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x8f (1655BD90 1655BEEA) [0A3C6BD0 - Unity Child Domain] + 0x0
  38. (0x0B04FCF6) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4889 + 0xc): mono_jit_runtime_invoke + 0x214
  39. (0x0AFBD603) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\object.c (2618 + 0x10): mono_runtime_invoke + 0x51
  40. (0x0AFC2451) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\object.c (3822 + 0x0): mono_runtime_invoke_array + 0x38b
  41. (0x0AF8F404) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\icall.c (2856 + 0xe): ves_icall_InternalInvoke + 0x22e
  42. (0x1653A488) (Mono JIT code): (filename not available):  (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) + 0x90 (1653A3F8 1653A4C8) [0A3C6BD0 - Unity Child Domain] + 0x0
  43. (0x16539330) (Mono JIT code): (filename not available):  System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) + 0x370 (16538FC0 16539418) [0A3C6BD0 - Unity Child Domain] + 0x0
  44. (0x16592715) (Mono JIT code): (filename not available):  System.Reflection.MethodBase:Invoke (object,object[]) + 0x4d (165926C8 16592720) [0A3C6BD0 - Unity Child Domain] + 0x0
  45. (0x165926A5) (Mono JIT code): (filename not available):  UnityEditor.HostView:Invoke (string,object) + 0x6d (16592638 165926BC) [0A3C6BD0 - Unity Child Domain] + 0x0
  46. (0x1659260F) (Mono JIT code): (filename not available):  UnityEditor.HostView:Invoke (string) + 0x2f (165925E0 16592626) [0A3C6BD0 - Unity Child Domain] + 0x0
  47. (0x165DCBB1) (Mono JIT code): (filename not available):  UnityEditor.DockArea:OnGUI () + 0x1f59 (165DAC58 165DCD9E) [0A3C6BD0 - Unity Child Domain] + 0x0
  48. (0x1655BE1F) (Mono JIT code): (filename not available):  (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x8f (1655BD90 1655BEEA) [0A3C6BD0 - Unity Child Domain] + 0x0
  49. (0x0B04FCF6) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4889 + 0xc): mono_jit_runtime_invoke + 0x214
  50. (0x0AFBD603) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\object.c (2618 + 0x10): mono_runtime_invoke + 0x51
  51. (0x00835828) c:\buildagent\work\cac08d8a5e25d4cb\runtime\scripting\backend\mono\scriptingbackendapi_mono.cpp (176 + 0x1a): scripting_method_invoke + 0xb8
  52. (0x0083541A) c:\buildagent\work\cac08d8a5e25d4cb\runtime\scripting\backend\scriptinginvocationnoargs.cpp (94 + 0x15): ScriptingInvocationNoArgs::Invoke + 0x6a
  53. (0x00822897) c:\buildagent\work\cac08d8a5e25d4cb\runtime\mono\monobehaviour.cpp (410 + 0x0): MonoBehaviour::DoGUI + 0x1c7
  54. (0x00E8C7CA) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\editorwindows.cpp (1861 + 0x0): GUIView::SendLayoutEvent + 0x8a
  55. (0x00E8CD15) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\editorwindows.cpp (1903 + 0x0): GUIView::OnInputEvent + 0xe5
  56. (0x00E8DEAC) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\editorwindows.cpp (1167 + 0x1f): GUIView::DoPaint + 0x17c
  57. (0x00E8E16A) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\editorwindows.cpp (2163 + 0x0): GUIView::RepaintAll + 0x19a
  58. (0x00E1BB34) c:\buildagent\work\cac08d8a5e25d4cb\editor\src\application.cpp (1273 + 0x7): Application::TickTimer + 0x654
  59. (0x00EA2D62) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\wineditormain.cpp (336 + 0x0): MainMessageLoop + 0x1c2
  60. (0x00EA3C6C) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\wineditormain.cpp (851 + 0x0): WinMain + 0xdfc
  61. (0x00FB1E7F) f:\dd\vctools\crt_bld\self_x86\crt\src\crt0.c (275 + 0x1c): __tmainCRTStartup + 0x11a
  62. (0x7600336A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12
  63. (0x771D9F72) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63
  64. (0x771D9F45) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36
  65.  
  66. ========== END OF STACKTRACE ===========

8
NGUI 3 Support / Re: Unity crashing when using a NGUI scroll bar.
« on: January 08, 2014, 03:01:58 PM »
Ok noted. I will install the latest version and update this post if the issue still occurs.

9
NGUI 3 Support / Re: Unity crashing when using a NGUI scroll bar.
« on: January 08, 2014, 01:59:57 PM »
Hi Aren,

I am currently using 3.0.4. I'm guessing it will be worth updating to the latest version then?

10
NGUI 3 Support / Unity crashing when using a NGUI scroll bar.
« on: January 07, 2014, 04:52:31 PM »
Hi guys,

I have ran into a problem where Unity will crash when I am trying to use my scroll bar in the game view.

In my scene I have a Scroll Bar which is attached to a ScrollView via the UIDraggable Panel component.
If I drag my mouse on the ScrollView, everything works as expected and the Scroll Bar moves normally as well. However as soon as I click on the Scroll Bar itself, the Unity program completely crashes to desktop.

Is this a common issue people have ran into before?

Please see the stacktrace below:

  1. (0x0BC210C6) c:\buildagent\work\de0bdf8cacffc05\eglib\src\goutput.c (159 + 0x2): g_logv + 0x6f
  2. (0x0BC210E7) c:\buildagent\work\de0bdf8cacffc05\eglib\src\goutput.c (169 + 0x12): g_log + 0x15
  3. (0x0BD2796B) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (402 + 0x1b): rgctx_template_set_other_slot + 0xe5
  4. (0x0BD280B2) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (849 + 0x0): fill_in_rgctx_template_slot + 0x53
  5. (0x0BD28185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  6. (0x0BD28185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  7. (0x0BD28185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  8. (0x0BD28185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  9. (0x0BD28185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  10. (0x0BD28185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  11. (0x0BD28185) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (866 + 0x0): fill_in_rgctx_template_slot + 0x126
  12. (0x0BD28228) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (912 + 0x12): register_other_info + 0x8e
  13. (0x0BD2835D) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (977 + 0xf): lookup_or_register_other_info + 0xce
  14. (0x0BD28444) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\generic-sharing.c (1020 + 0x12): mono_method_lookup_or_register_other_info + 0x8e
  15. (0x0BD0C664) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (2816 + 0x1b): mono_resolve_patch_target + 0x4c6
  16. (0x0BD24F08) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini-x86.c (4428 + 0x0): mono_arch_patch_code + 0x3b
  17. (0x0BD0E162) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (3249 + 0x0): mono_codegen + 0x2c8
  18. (0x0BD0ED16) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (3992 + 0x0): mini_method_compile + 0xb4a
  19. (0x0BD0F4DE) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4318 + 0x10): mono_jit_compile_method_inner + 0x1d8
  20. (0x0BD0FA3B) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4530 + 0xf): mono_jit_compile_method_with_opt + 0x134
  21. (0x0BD0FAA8) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4555 + 0x12): mono_jit_compile_method + 0x1b
  22. (0x0BD0976A) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini-trampolines.c (477 + 0x6): mono_magic_trampoline + 0x580
  23. (0x0C070066) ((module-name not available)): (filename not available): (function-name not available) + 0x0
  24. (0x1ED0D322) (Mono JIT code): (filename not available):  UIScrollBar:OnPressForeground (UnityEngine.GameObject,bool) + 0x8a (1ED0D298 1ED0D42C) [0BEF6BD0 - Unity Child Domain] + 0x0
  25. (0x1ED0D27B) (Mono JIT code): (filename not available):  UIEventListener:OnPress (bool) + 0x5b (1ED0D220 1ED0D292) [0BEF6BD0 - Unity Child Domain] + 0x0
  26. (0x1ED05FC8) (Mono JIT code): (filename not available):  (wrapper runtime-invoke) <Module>:runtime_invoke_void__this___sbyte (object,intptr,intptr,intptr) + 0x98 (1ED05F30 1ED06093) [0BEF6BD0 - Unity Child Domain] + 0x0
  27. (0x0BD0FCF6) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4889 + 0xc): mono_jit_runtime_invoke + 0x214
  28. (0x0BC7D603) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\object.c (2618 + 0x10): mono_runtime_invoke + 0x51
  29. (0x0081EAD5) c:\buildagent\work\cac08d8a5e25d4cb\runtime\mono\monoutility.h (499 + 0x10): mono_runtime_invoke_profiled + 0x95
  30. (0x00820C89) c:\buildagent\work\cac08d8a5e25d4cb\runtime\mono\monobehaviour.cpp (927 + 0x16): MonoBehaviour::InvokeMethodOrCoroutineChecked + 0x159
  31. (0x00820FA9) c:\buildagent\work\cac08d8a5e25d4cb\runtime\mono\monobehaviour.cpp (955 + 0x0): MonoBehaviour::InvokeMethodOrCoroutineChecked + 0x99
  32. (0x0083865F) c:\buildagent\work\cac08d8a5e25d4cb\runtime\scripting\scriptingutility.cpp (922 + 0x0): SendMonoMessage + 0xbf
  33. (0x008386E8) c:\buildagent\work\cac08d8a5e25d4cb\runtime\scripting\scriptingutility.cpp (954 + 0x1a): SendMonoMessage + 0x48
  34. (0x00ABE4C1) c:\buildagent\work\cac08d8a5e25d4cb\runtime\exportgenerated\editor\unityenginegameobject.cpp (365 + 0x2e): GameObject_CUSTOM_SendMessage + 0x71
  35. (0x1ED05E70) (Mono JIT code): (filename not available):  (wrapper managed-to-native) UnityEngine.GameObject:SendMessage (string,object,UnityEngine.SendMessageOptions) + 0x90 (1ED05DE0 1ED05EC0) [0BEF6BD0 - Unity Child Domain] + 0x0
  36. (0x1ECBD72D) (Mono JIT code): (filename not available):  UICamera:Notify (UnityEngine.GameObject,string,object) + 0x5d (1ECBD6D0 1ECBD7C7) [0BEF6BD0 - Unity Child Domain] + 0x0
  37. (0x1DD3F640) (Mono JIT code): (filename not available):  UICamera:ProcessTouch (bool,bool) + 0x378 (1DD3F2C8 1DD40149) [0BEF6BD0 - Unity Child Domain] + 0x0
  38. (0x1DD3EF04) (Mono JIT code): (filename not available):  UICamera:ProcessMouse () + 0xa9c (1DD3E468 1DD3F0E3) [0BEF6BD0 - Unity Child Domain] + 0x0
  39. (0x1DD3DEAD) (Mono JIT code): (filename not available):  UICamera:Update () + 0xbd (1DD3DDF0 1DD3E3E0) [0BEF6BD0 - Unity Child Domain] + 0x0
  40. (0x177CBE1F) (Mono JIT code): (filename not available):  (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x8f (177CBD90 177CBEEA) [0BEF6BD0 - Unity Child Domain] + 0x0
  41. (0x0BD0FCF6) c:\buildagent\work\de0bdf8cacffc05\mono\mini\mini.c (4889 + 0xc): mono_jit_runtime_invoke + 0x214
  42. (0x0BC7D603) c:\buildagent\work\de0bdf8cacffc05\mono\metadata\object.c (2618 + 0x10): mono_runtime_invoke + 0x51
  43. (0x00835828) c:\buildagent\work\cac08d8a5e25d4cb\runtime\scripting\backend\mono\scriptingbackendapi_mono.cpp (176 + 0x1a): scripting_method_invoke + 0xb8
  44. (0x0083541A) c:\buildagent\work\cac08d8a5e25d4cb\runtime\scripting\backend\scriptinginvocationnoargs.cpp (94 + 0x15): ScriptingInvocationNoArgs::Invoke + 0x6a
  45. (0x00834DF5) c:\buildagent\work\cac08d8a5e25d4cb\runtime\scripting\backend\scriptinginvocation.cpp (94 + 0x0): ScriptingInvocation::Invoke + 0x15
  46. (0x0082177C) c:\buildagent\work\cac08d8a5e25d4cb\runtime\mono\monobehaviour.cpp (533 + 0xb): MonoBehaviour::CallMethodIfAvailable + 0xcc
  47. (0x00821AA9) c:\buildagent\work\cac08d8a5e25d4cb\runtime\mono\monobehaviour.cpp (615 + 0xb): MonoBehaviour::CallUpdateMethod + 0xf9
  48. (0x00821AC7) c:\buildagent\work\cac08d8a5e25d4cb\runtime\mono\monobehaviour.cpp (621 + 0x0): MonoBehaviour::Update + 0x7
  49. (0x007B56D2) c:\buildagent\work\cac08d8a5e25d4cb\runtime\misc\player.cpp (1854 + 0x0): PlayerLoop + 0x492
  50. (0x00E12466) c:\buildagent\work\cac08d8a5e25d4cb\editor\src\application.cpp (2236 + 0xb): Application::UpdateScene + 0x216
  51. (0x00E16147) c:\buildagent\work\cac08d8a5e25d4cb\editor\src\application.cpp (2163 + 0x0): Application::UpdateSceneIfNeeded + 0x37
  52. (0x00EA2D62) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\wineditormain.cpp (336 + 0x0): MainMessageLoop + 0x1c2
  53. (0x00EA3C6C) c:\buildagent\work\cac08d8a5e25d4cb\editor\platform\windows\wineditormain.cpp (851 + 0x0): WinMain + 0xdfc
  54. (0x00FB1E7F) f:\dd\vctools\crt_bld\self_x86\crt\src\crt0.c (275 + 0x1c): __tmainCRTStartup + 0x11a
  55. (0x76B7336A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12
  56. (0x77D49F72) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63
  57. (0x77D49F45) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36

Thanks :)

11
NGUI 3 Support / Re: How do I procedurally add widgets to a scroll view?
« on: January 07, 2014, 01:55:48 PM »
Ohhh ok thanks a lot N3uRo I didn't know that :)

12
NGUI 3 Support / Re: How do I procedurally add widgets to a scroll view?
« on: January 07, 2014, 12:31:23 PM »
Hi Cripple,

Thanks for your post mate.

I really, really don't know why the buttons had the UIPanel component, and I really don't understand why the UIGrid scale was set to 360.. Very strange things going on here.

However I fixed all the issues you pointed out and now it works perfectly.

Thank you very much for your time and your answer, and thank you very much as well Aren for your quick replies.

Cheers guys.

13
NGUI 3 Support / How do I procedurally add widgets to a scroll view?
« on: January 06, 2014, 05:48:18 PM »
Hello,

I am trying to procedurally add widgets (via NGUITools.AddChild adding the button prefabs to the grid) to a scroll view, however currently I am adding them in run-time and the are appearing 10 times bigger than they should within my scene.


My Scroll View panel is within the purple box you can see in the scene view above.


Does anyone know of anything I could be doing wrong?

Thanks for your time,
Erbacher



14
NGUI 3 Support / Re: UIPanels (menus) rendering issues.
« on: December 23, 2013, 05:40:17 PM »
So it looks like the reason for the first issue is due to the nearClippingPlane on my camera. By default it was set to 0.3.
Changing this to 0 now enables my menus to spawn at 0 on the Z axis and be rendered/seen within in the 'Game' view port.

15
NGUI 3 Support / UIPanels (menus) rendering issues.
« on: December 23, 2013, 04:51:05 PM »
Hi all, thanks for taking the time to look at my issue.

This is kind of a 2 part question. As I been having some issues with my UIPanles not rendering correctly in the 'Game' window within Unity after pressing play.

So every time a menu (UIPanel and NGUI widgets as children) is created within my project I add these to a stack so I can loop over and update the depths and position of these menus in run time.

Issue (1):
For some reason I am having to move my menus by 120 in the Z axis. (Just confirming: this is 120 pixels away from the camera).
If they are closer to the camera than the number above, they will not render within the 'Game' window within Unity.


Issue (2):
During run time, when I create a new menu I again loop over both menus and change the position so both menus can be seen/rendered within the 'Game' window.
My problem is that when I create a second menu the menus seem to transform to 43200 in the Z axis.

Here is the code which changes the menus position in the Z axis:
  1. // Get the current menus position
  2. Vector3 position = newMenu.gameObject.transform.position;
  3. // Create the menus new position by changing the Z axis, when this.__offset = 120
  4. Vector3 newPosition = new Vector3(position.x, position.y, this.__offset);
  5. // Apply the the menus new position
  6. newMenu.gameObject.transform.position = newPosition;
  7.  

Here is a screen shot of the Debug.Logs showing the newMenu.gameObject.transform.position after I have set it. So it seems that something is moving my UIPanels after I have set it where I want it to be.


I would really appreciate any feedback to do with either or both of these issues if anyone has run across them, or something similar, before and know of a mistake that I might me doing or a solution to fix these issues.

Thanks for your time, and Merry Christmas to all :)
Erbacher

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