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Messages - CBYum

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NGUI 3 Support / Re: Phone status bar difference between iOS and Android
« on: October 28, 2014, 04:23:24 AM »
But this is inconsistent across platforms which should never be the case unless it is unavoidable. Unity is all about writing once and deploying to many and this is something that needs to be handled in the same way on both mobile platforms. I need to find out if the problem is a Unity or an NGUI one.

NGUI 3 Support / Re: Phone status bar difference between iOS and Android
« on: October 27, 2014, 12:10:45 PM »
So what is the "Black Opaque" option for? Is this no longer supported? If this has been implemented on Android for this switch surely it should also apply to the iOS opaque mode too?

NGUI 3 Support / Phone status bar difference between iOS and Android
« on: October 27, 2014, 11:27:20 AM »
We have to change our app to now have the phones system status bar at the top. I tested the "Status bar hidden" flag off on Android and it did as expected, showing the status bar and shifting the interface down by the appropriate amount. On trying the same with iOS it seems to only overlay it and not shift anything down. I tried "Black Opaque" and "Default" as the status bar style but neither seemed to give a different result. We are running with XCode 6 and NGUI 3.6.8 (later release notes don't say anything has been done with regards to the status bar).

We were hoping that the iOS would work the same as the Android build but are not sure if this is possible or it is a problem with NGUI?

NGUI 3 Support / Re: How to set up an Image Button
« on: August 21, 2014, 02:31:15 AM »
Hmmm, that's exactly what I was hoping to see! I just get the pixel snap option and nothing else.

Just tried it with a fresh scene. I created a sprite using your menu. I add a UIButton to it using your menu. And the result is in the picture. I tried creating an empty object, adding a UIButton and then creating a sprite separately and using it as the target for the button but this made no difference.

I'm using Unity 4.5.0 pro.

... some time later...

Ah ok I hadn't selected an atlas and so it doesn't show the options until I do. Problem solved.

Would be good if that shot you included here was added to the docs as they shows a sprite example without those options visible.


NGUI 3 Support / Re: How to set up an Image Button
« on: August 20, 2014, 06:58:18 AM »
I did try it based on a sprite and didn't see any other new options appear other than pixel snap.

Just to confirm, I'm after a button that changes the image on it when you press it.

The docs I was looking at were:

NGUI 3 Support / How to set up an Image Button
« on: August 19, 2014, 05:28:32 AM »
I must be missing something obvious but I just can't find how to set up an image button. From the docs you used to have to use a UIImageButton but when I add one it says that its functionality has been added to UIButton. But I don't see anything that could let me set a list of images for the button states. It only has a range of colors for the different states.

I create a UITexture and add a UIButton component to it. I see a Tween Target but if I set it with something that just seems to get color changes. I'm using 3.7.0 (updated today)

Any chance the docs could be updated?


NGUI 3 Support / Re: UILabel sometimes goes beyond max lines value
« on: July 29, 2014, 03:15:07 AM »
Ahh sorry, we are using 3.6.1 for our product. Will upgrade for the fix.

NGUI 3 Support / Re: UILabel sometimes goes beyond max lines value
« on: July 28, 2014, 05:45:16 AM »
Once the example text box was created with the sizes in the example I added random test after a single line:

  2. weifjo fjeoijewfoij ewfoijewofij ewofijfj oiewfo ijwfe oijewf oijewofijewofi jew fjfje ofj

I then went to the beginning of the text after the "TEST LINE" and pressed right 2-4 times and then bit spacebar. I would check if the output shows 5 lines instead of 4. If it is ok I would continue this process until the bug happened. It usually didn't take long to get a case that had 5 lines. Also try adding more than one space each time too.

This is the actual text that failed in the example I sent:
  1. New Label
  2. we if jo ew fji  o ijwefoijo weofij oiewf oijow fejoiw efoijjoi jewofji oij ewfji ojioij oiwfe oijoiwfje oijwef oijoiiwefj oij ewfoij ofewj wef
And this results in the output in the attachment where there is a single "f" in the middle causing the problem.

I'm using Windows if that has any bearing on it. Could it be related to what is defined as a new line? A \n or a \n\r etc?

NGUI 3 Support / Re: UILabel sometimes goes beyond max lines value
« on: July 25, 2014, 02:44:56 AM »
Here is a singular case. Just include NGUI to the project and try this. I just set anchors on the label and didn't touch it in the scene view. I wrote lots of garble words. I then went back to the beginning of the text and moved right a bit and added a space and repeated that until the error occurred - didn't take long. Might be to do with the \n on the first line too, which I think is the only one. It seems to always wrap just one character to a new line and then add another new line.

Hope it helps

NGUI 3 Support / UILabel sometimes goes beyond max lines value
« on: July 24, 2014, 05:36:53 AM »
We have a UILabel used in a popup box that we have fixed to 4 lines (variable width for mobiles). It can contain a variety of messages and going beyond 4 lines messes up our layout. We found a real case where it seems to put new lines right after a single character and this makes the label go to 5 lines instead of 4. I have reproduced it with random text if you play around with the amount of spaces it contains. Please see attachments to illustrate. Is this a setup problem or a problem with the wrapping logic?


NGUI 3 Support / Re: Button in scroll view highlights while dragging
« on: February 13, 2014, 05:17:04 AM »
Thanks, will give it a go.

NGUI 3 Support / Button in scroll view highlights while dragging
« on: February 12, 2014, 07:15:06 AM »
I have a scroll view that contains a vertical list of buttons. I can scroll the list of buttons quite happily and also click them individually - sweet. The only small problem left is their highlighting. When I begin a drag the button I touch will highlight to its pressed color. If I then drag it so my cursor is outside of the buttons original bounds it de-lights. The problem now however is that if I continue and drag back to that starting button position the button will light up again.

What I would like is for the button to cancel its interaction (and so de-light) when I start dragging (over a threshold) and never do anything else until the drag action has finished.

Any suggestions?


NGUI 3 Support / Re: UITweener ResetToBeginning concern
« on: January 24, 2014, 10:51:57 AM »
 :'( A tear for those that follow me and also don't read the documents until things don't work as expected.

My "Reset" solution
  1.                         RootPanel.GetComponent<TweenAlpha>().PlayForward();
  2.                         RootPanel.GetComponent<TweenAlpha>().ResetToBeginning();
  3.                         RootPanel.GetComponent<TweenAlpha>().enabled = false;

NGUI 3 Support / UITweener ResetToBeginning concern
« on: January 24, 2014, 06:33:33 AM »
I was very surprised to see that the ResetToBeginning fn was direction specific. If you have functions such as PlayForward and PlayBackward that never change their meaning then I think this should be the same for this function. Perhaps just have a Reset fn that also stops it. I was also surprised that there wasn't a Stop fn too and that I just had to use the enabled flag. Perhaps add one for completeness as you have Play actions.


NGUI 3 Documentation / Re: UIKeyBinding
« on: January 20, 2014, 07:36:04 AM »
I used this to make our mobile app work with the physical back button on Android (escape). When I use this I get an error on the UIButtonColor:OnPress fn. I believe that the UICamera.currentTouch is null and so not handled - which soulds reasonable as I didn't touch the screen.

  1.                 else if (UICamera.currentTouch.current == gameObject && UICamera.currentScheme == UICamera.ControlScheme.Controller)
I've tweaked it with a null check and this seems to work fine now. Is this a good/necessary fix?!!
  1.                                 else if (UICamera.currentTouch!=null && UICamera.currentTouch.current == gameObject && UICamera.currentScheme == UICamera.ControlScheme.Controller)


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