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Messages - Azura

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NGUI 3 Support / Re: UISprite will be reset on apply and save
« on: April 17, 2014, 12:13:59 PM »
I actually just came on to ask about the same issue.

I have a prefab with a basic sprite on that I wanted to replace. I change the sprite from the drop down lister and when I click Apply is reverts back to the previous sprite.

I have had this happen before when I made button prefabs. I made a 1 prefab and made 2 duplicates in the hope to save time, but when I would try to change the sprites out and Apply they would always revert back to the 1st sprite from the initial prefab. The only way around I found to fix it then was to just make 3 individual button prefabs from scratch.

Will try your suggestions and get back to you.

EDIT: Adding the prefix to the UISprite and UIButton script seems to have done the trick! Thank you for the help =]

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NGUI 3 Support / Re: Scaling buttons
« on: April 07, 2014, 09:45:43 AM »
Wait, why do you have both Tween Scale and UIButtonScale?

UIButtonScale creates TweenScale for you. You don't need to attach TweenScale. If you want to set up your tween using TweenScale beforehand, then set it up, leave the component disabled, and use UIPlayTween to trigger it instead.

I wanted 2 scale tweens to play on the same object at separate times - once when it scales in on the screen when you start it up [hence the tween scale] and then also a slight scale when you click the button [hence trying to add the ButtonScale]

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NGUI 3 Support / Scaling buttons
« on: April 03, 2014, 11:34:33 AM »
Hi guys, currently I'm trying to build a menu where the buttons scale [Tween Scale Script] in from 0-1 when we set them to spawn. We have that working, but I'd also like the button to scale up OnClick, so I tried to add the UIButton Scale component.

Unfortunately, when I now hover over my button it disappears - almost as though the Tween Scale is reversing from 1-0.

Is the UIbutton scale dependent on the TweenScale? How can I stop it doing this?


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