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Messages - Tatanan

Pages: [1] 2 3 ... 6
1
NGUI 3 Support / Re: unity 5.5.0 scrollview
« on: January 09, 2017, 07:24:35 AM »
Fixed.

AssetBundles must be rebuild after update Unity 5.5.0.

2
NGUI 3 Support / Re: unity 5.5.0 scrollview
« on: January 09, 2017, 06:10:23 AM »
The shader that doesn´t clip properlly is Unlit/Transparent Colored.

But the problem is that it only is hidden when the sprite is completely out of the UIPanel.

I attach an image that shows it.


3
NGUI 3 Support / ScrollView and Atlas Reference not clipping
« on: January 05, 2017, 04:09:31 AM »
Hi,

I after update to unity 5.5.0 (NGUI 3.11.1) ScrollViews don´t clip sprites that use Reference Atlas.
The Sprite disappears when all the content moves out the panel but the clip effect is lost.
Sprites that use Normal Atlas still clip right.

Any idea?
Thanks.

4
NGUI 3 Support / Re: unity 5.5.0 scrollview
« on: January 04, 2017, 12:11:48 PM »
Hi,

I have updated to unity 5.5.0 (NGUI 3.11.0b) and ScrollViews don´t clip sprites that use Reference Atlas.
The Sprite disappears when all the content moves out the panel but the clip effect is lost.
Sprites that use Normal Atlas still clip right.

Any idea?
Thanks.

5
NGUI 3 Support / Re: Special Characters
« on: December 02, 2015, 06:30:32 AM »
I have already tried that, but UILabel with UIInput on Webgl is not accepting ñ or any other character.
I have tried to Unity Fonts with every characters and also NGUI Fonts including the ñ, like "Fantasy Font - Normal" which includes ñ.
In every case, I can't even type "ñ" with the keyboard.

Do you want screenshots?

Thank you.

6
NGUI 3 Support / Return on UIInput
« on: November 30, 2015, 06:51:14 AM »
When typing "Return" on a UIInput, the "onsubmit" event is triggered.
When typing "return" but on the numerical part on the keyboard, no onsubmit is triggered.
So, one "return" works and one "return" doesn't work.

Could can i make both one work?

7
NGUI 3 Support / Re: Special Characters
« on: November 30, 2015, 06:45:04 AM »
Any answer?  :)

8
NGUI 3 Support / Special Characters
« on: November 26, 2015, 03:30:18 PM »
Hello.
When using NGUI and trying to write non alphanumeric characters, I can't. They just don't appear.
Examples: ñ, ç, á, é, etc.

I use normal font, not those png fonts.

How can I fix that?

9
NGUI 3 Support / Re: 2 cameras: 2 events?
« on: September 07, 2015, 02:01:40 AM »
Thank you for the answer.
I know I could just try it, and in fact I did it, but still I considered important enough to request an official answer, since there are many examples that suggest one thing but the correct answer is different. I give you one example with NGUI:
If you have a child on a GameObject (without a UI Panel) and this chlid has a different layer that the parent, at first it seems the child keeps its layer, but at some moment, the sprite changes the layer to the one of the parent.
In this example, my experiment could suggest an incorrect answer. This is why I ask when I doubt.

10
NGUI 3 Support / 2 cameras: 2 events?
« on: August 31, 2015, 04:28:56 AM »
Let's consider I have 2 cameras with one UI Camera each and each of them showing one Layer.
If I have UI Widget, one below the other, each one on one layer, will I have 2 events when clicked?

In other words, I have:
> UI Root (Layer 1)
>> Camera (Layer 1)
>> Widget (Layer 1)
> UI Root (Layer 2)
>> Camera (Layer 2)
>> Widget (Layer 2)
Both widgets with colliders and listening to the click event.
Will the click dispatch 2 events since the widgets are not on the same layer?

11
NGUI 3 Support / Re: Panel depth vs widget depth vs camera depth
« on: August 31, 2015, 03:40:28 AM »
And the layer?
Is it taken into account when sorting depth?
I mean, there's a value called Layer (Water, UI...) that you can change.
Is it relevant to the depth things are shown?

12
NGUI 3 Support / Render from camera to texture
« on: July 17, 2015, 10:01:52 AM »
I am trying to take a (portion of a) screenshot with a camera and then put it as main texture in a UI Texture.

This is my code:

  1.                 private IEnumerator RenderTextureOnUpdate(UITexture texture){
  2.                         yield return new WaitForEndOfFrame();
  3.                        
  4.                         Texture2D tex = new Texture2D(434, 608);
  5.                         tex.ReadPixels(new Rect(0, 0, 434, 608), 0, 0);        
  6.                         tex.Apply();
  7.  
  8.                         texture.mainTexture = tex;
  9.                 }

Is it correct?
The UITexture shows always a black image, ie, no texture.

This code is attached to a camera.

13
NGUI 3 Support / Resizing large images (2d Sprite or NGUI textures)
« on: July 17, 2015, 06:03:23 AM »
I have an image very large (2000x1500)  which I use sometimes scaled at 30%.
I use it with 2D Sprites or just UI Textures, but when scaling it (to smaller), it shows it "ugly", without quality.
I don't know the verb in English for this effect.

How can I use large images without losing quality when using them resized to small?

14
NGUI 3 Support / Particles with NGUI
« on: July 02, 2015, 10:05:32 AM »
  • Does NGUI have his own particles system?
  • Is it possible and enough to use the Unity particle system itself without having problems with NGUI?

Basically I want to make the standard animation of giving many coins in a rewards with particles and looking for the best way, since I'm making all the (2D) game with NGUI.

15
NGUI 3 Support / Re: Screenshots to UISprite
« on: July 01, 2015, 06:11:08 AM »
Isn't it the same as a UI2D Sprite?
On both I just drag a png and it's done.

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