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Messages - Tomleung

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NGUI 3 Support / Re: Does NGUI still support unity 4.7.0f1 or above ?
« on: January 14, 2016, 09:30:07 AM »
Yes, it should support it as-is. What issue are you getting in 3.9.6d with 4.7.0?

it immediately showed an error:

"Error while importing package: Package has unknown format"

NGUI 3 Support / Does NGUI still support unity 4.7.0f1 or above ?
« on: January 12, 2016, 10:44:25 AM »
Does NGUI still support unity 4.7.0f1 or above?

I use NGUI 3.9.3 or 3.9.4b, it would show an error:

Assets/NGUI/Scripts/Interaction/UIPopupList.cs(1004,45): error CS1061: Type `UnityEngine.BoxCollider2D' does not contain a definition for `offset' and no extension method `offset' of type `UnityEngine.BoxCollider2D' could be found (are you missing a using directive or an assembly reference?)

If I use NGUI 3.9.6d, it would even unsuccessfully decompile the package.

NGUI 3 Support / Re: UI with Tween Problems
« on: January 11, 2015, 10:48:21 AM »
Anchored elements can be animated using NGUI's tweens, but you may want to anchor a container instead, then animate actual widgets that are children of that container.

If I understand correctly of your advice, I have to make a container and anchor it, and then make the UI elements  be the childs of the container then I could solve the tween problems? The container would have the exact transform position so that I can use Tween Script on it?

NGUI 3 Support / UI with Tween Problems
« on: January 09, 2015, 08:28:24 AM »
Suppose I use some UI elements with anchors (or constrained), which means the transform of these UI elements would change base on some conditions.

So if I want to use Tween Scripts provided on NGUI with these UI elements, would it be the problems because I can't write the exact transform position on the inspector?

How should I suppose to do?

Sorry for my poor English! Thank you!

NGUI 3 Support / Some problems on making Portrait UI
« on: June 30, 2014, 05:16:22 AM »

If I want to make a game with UI that only on Portrait mode of android platform,

how to use NGUI to do a Portrait UI? What should I need to know such as the differs between making portrait UI and landscape UI?

Beside, I can not see the result of the Portrait mode easily in the editor because it also shows me the landscape view.


NGUI 3 Support / Re: Do NGUI support swiping functions?
« on: June 25, 2014, 07:38:44 AM »
NGUI doesn't have built-in gesture recognition, but it's easy to do so by setting UICamera.genericEventHandler. This object will get a copy of all the events, letting you listen to OnPress/OnDrag etc, and do gesture recognition easily.

Can you make a tutorial for using UICamera.genericEventHandler?
It is because I don't know how to use it,
especially for this case.

NGUI 3 Support / Do NGUI support swiping functions?
« on: June 24, 2014, 05:19:39 AM »
NGUI has OnClick(), OnHover()......, but how about Swiping ?

If I want use swiping on the user interface or any gameobjects, do NGUI support for this?

Thank you.

NGUI 3 Support / Re: Drag Drop item issue
« on: June 19, 2014, 02:55:22 AM »
Thanks. I would try it.

One more question I would like to ask is that is it possible to drag and drop items on grid , by using your DragDropSystem ?

For example, if I would like to drag and drop items on the grids of the surface only, is it possible ?

NGUI 3 Support / Re: Drag Drop item issue
« on: June 18, 2014, 11:04:53 AM »
Create your own custom DragDropItem like I did with ExampleDragDropItem. You can do what you want inside, including adding logic that differentiates between different surfaces.

Did you mean that I need to create another DragDropitem and ExampleDragDropItem scripts like DragDropitem2 and ExampleDragDropItem2, and use these two scripts to implement in some items on DragDrop so it can separate two cases?

NGUI 3 Support / A bug in the Example DragDrop
« on: June 14, 2014, 05:28:04 AM »
  I want to tell the author that from the 3.6.3 version to now 3.6.4, there is still having some problems on Example 11 - Drag & Drop.
  Please check it out and fix them. Just at least try drag the items on the cubesurface and at least one problem would be found.
  Thank you!

NGUI 3 Support / Re: OnClick issue
« on: June 02, 2014, 03:12:26 AM »
In your example of Drag Drop Scene, I can drag items on the surface and it is 3D UI.

Situation 1: When I put another Drag Drop Surface quite near this surface, the Drag Dop Detection would be a big problems.

Situation 2: When I change the event type to World-based, it would have a problem on the Grid that I can not drag the icons properly on that and you can try it as well.

How to avoid the above problems and eventually successful in Drag Drop System?

NGUI 3 Support / Re: OnClick issue
« on: June 01, 2014, 01:08:57 PM »
Events in NGUI arrive on the collider with the highest depth first in case of UI-based events (event type set on UICamera). If it's world-based, then it's all about the distance from the camera to the point of intersect (read: adjust the collider's Z position).

How if it is 3D UI based?

If you want that ngui doesn't catch the events you can disable the component UICamera, this will not trigger any event of ngui

No, I mean how to avoid trigger the other events but still trigger the UI ?

If I have a cube in the scene, and if I click it, it would destroy.
However, now if the cube and the UI is overlapping and if I click on the UI, it would also destroy the cube too so I need to avoid it.

NGUI 3 Support / Re: Tweening problems
« on: May 27, 2014, 05:06:57 AM »
So if I want a UItexture first
tweenalpha from 0 to 1 with 5 seconds duration

and then immediately
tweenalpha from 1 to 0 with 2 seconds duration.

How to implement it?
And it is automatically run and so UIplayTween seems not useful for this case.

How to click on NGUI UI but not trigger the events of the scene?

It is because I have some touch events on the gameobjects in the scene, if I click on NGUI, if would trigger the scene events too.

How to avoid it?


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