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Messages - Thickney

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1
NGUI 3 Support / Re: Blackberry UIInput Bug
« on: July 09, 2014, 08:43:25 PM »
Haha oh so I get to dive right into that mess. Goody. Anyway, the version of NGUI I'm on is 3.5.9 and UIInput.cs line 670 is outside the scope of Update().

So I got it to work. I had to add a check to exclude Blackberry in this section of Update():
  1. string text = mKeyboard.text;
  2.  
  3. if (TouchScreenKeyboard.hideInput)
  4. {
  5.         if (text != "|")
  6.         {
  7.                 if (Application.platform != RuntimePlatform.BlackBerryPlayer) {
  8.                                                        
  9.                         if (!string.IsNullOrEmpty(text))
  10.                         {
  11.                                 Insert(text.Substring(1));
  12.                         }
  13.                         else DoBackspace();
  14.  
  15.                         mKeyboard.text = "|";
  16.                 }
  17.         }
  18. }
  19.  

Also I don't know if it has anything to do with this problem, but the mobile keyboard on BB10 doesn't have the extra bar on the top with a text preview and "Done"/"Cancel" buttons. I don't know if that's just Unity or BB10 not supporting it, but it's something I noticed.

2
NGUI 3 Support / Blackberry UIInput Bug (Solved)
« on: July 08, 2014, 02:28:40 PM »
I've been testing on a Blackberry Z10 and when I'm entering text into a UIInput field it appends the entire input string again to whatever the user inputs. This happens when the user presses enter on the keyboard or otherwise closes the keyboard. A single character input string doesn't produce any duplicate text.

Everything works fine in iOS and Android builds.

For example, on Blackberry the input string "blah" -> [submit] produces "blahlah".

Is this something I can patch myself somewhere? I can't really update my version of NGUI as it breaks a lot of my widget anchoring.

3
NGUI 3 Support / Re: Setting Anchor TARGET Side At Runtime
« on: July 06, 2014, 07:17:03 PM »
Hi, thanks for the reply. You were right, I was passing in the root object.

However, now that I'm using the correct UISprite object I still can't seem to set the anchor of the target properly. It now anchors to the top side of the target widget, not the center. While I can now change this easily in the Unity editor (it's not greyed out like before), I'm still not sure how it should be done in code.

Basically what I need is something like mySprite.SetAnchors(leftTarget, TargetSide.Left, offsetValue, ...) or something else I can call to set the "Target Side" property after calling SetAnchors.

Edit: Okay so if I set a dummy object in the list and have the first item in the list preloaded and anchored to the dummy properly in the editor, then the prefabs for the other list items seem to get the correct side. I'd still feel better about setting it explicitly though.

4
NGUI 3 Support / Setting Anchor TARGET Side At Runtime
« on: July 02, 2014, 12:30:13 PM »
I've done a bit of searching and haven't found this addressed anywhere. What I have is widgets in a vertical list and I want to anchor the top of widget #2 to the bottom of widget #1.

Currently I'm setting the anchors in code using SetAnchors(), but the target side for the widget I'm anchoring to is always set to "Center". I want to set that to "Bottom", but it doesn't look like there's any way for me to do that at runtime?

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