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Messages - FrankYan

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1
TNet 3 Support / Re: What dose new Tnet3's performance on mobile?
« on: March 03, 2016, 07:46:32 AM »
Thanks guy!

2
TNet 3 Support / What dose new Tnet3's performance on mobile?
« on: March 02, 2016, 10:20:15 AM »
"TNet 3 comes in full C# source code form and has been battle-tested in Starlink and Windward -- games released on Android, iOS and Steam."
Windward game has mobile version?
I mean what doest the new TNet3's performance on mobile platform? PC's net condition is more worse than mobile.If anyone can provide a real big test on mobile platform? ;)

3
I have many "UIPanel or UIWindow" in my Scene.such as UILevelPanel ,UIFriendPanel ,UIDialogPanel ,UIMatchingPanel and so on.

I like to Add UIPanel to each of them for controlling their depth.I do not know this is a wrong way to use UIPanel?

1.Less usage of UIPanel in scene will enhance the performance?
2.When should we add UIPanel script to a GameObject?
3.If I have many UIWindows in scene ,How to controll their depth when they are all in the scene?


Forgiving my poor english. :'(

4
NGUI 3 Support / 【Tween Scroll View Problem】
« on: June 19, 2015, 02:32:54 AM »
When I move a Scroll View out off screen.
Then Move it back to screen by TweenPosition,
It's Clipping Content goes wrong!

I do not know why?
But If I disable and enable the ScrollView panel  after Tween It over ,it goes right.

5
I wonder what's the differences between tween targets
1.Just Tween alpha of one sprite
2. add a UIWidget as the sprite's parent and tween UIWidget's alpha
3. Tween the Panel's alpha

which one can make best Performance?
Thanks~

6
May be a stupid question,But I don't know the reason why NGUI isn't use Unity's Coroutine to do something like make delay call?

I find that topic that "Using the function WaitForSeconds doesn't seem to produce exact results".
http://answers.unity3d.com/questions/203426/how-to-get-precise-timer.html

7
NGUI 3 Support / Re: Atlas leaking when loaded from scene in asset bundles?
« on: February 28, 2015, 02:56:36 AM »
Can you Give some code to express the process of unload unused atlas.
Thanks.

8
I need Some Help :(

9
Something Questions about UITweener(About delay or in low fps)
Delay condition.
1.When delay happened UITweener will not get the end value ("to" value) I mean not execute over the ("from" to "to" process ) ?
2.When delay happened UITweener's onFinished event not execute?(If I make a sequence tween .when delay happened It will stop at one of sequences... )

I don't know why and feel confused...
Delay or in Low fps.s

10
Is right to make a reference to a tween or Just Use Tween.Begin(); Method?
What's the the differences?
If I want make a sequence of tweens How should I Do?

11
NGUI 3 Support / Re: Is there a grayscale shader for use with NGUI?
« on: January 13, 2015, 11:34:42 PM »
  1. Shader "Custom/GrayShader" {
  2. Properties
  3.         {
  4.                 _MainTex ("Base (RGB), Alpha (A)", 2D) = "black" {}
  5.         }
  6.        
  7.         SubShader
  8.         {
  9.                 LOD 100
  10.  
  11.                 Tags
  12.                 {
  13.                         "Queue" = "Transparent"
  14.                         "IgnoreProjector" = "True"
  15.                         "RenderType" = "Transparent"
  16.                 }
  17.                
  18.                 Cull Off
  19.                 Lighting Off
  20.                 ZWrite Off
  21.                 Fog { Mode Off }
  22.                 Offset -1, -1
  23.                 Blend SrcAlpha OneMinusSrcAlpha
  24.  
  25.                 Pass
  26.                 {
  27.                         CGPROGRAM
  28.                                 #pragma vertex vert
  29.                                 #pragma fragment frag
  30.                                
  31.                                 #include "UnityCG.cginc"
  32.        
  33.                                 struct appdata_t
  34.                                 {
  35.                                         float4 vertex : POSITION;
  36.                                         float2 texcoord : TEXCOORD0;
  37.                                         fixed4 color : COLOR;
  38.                                 };
  39.        
  40.                                 struct v2f
  41.                                 {
  42.                                         float4 vertex : SV_POSITION;
  43.                                         half2 texcoord : TEXCOORD0;
  44.                                         fixed4 color : COLOR;
  45.                                 };
  46.        
  47.                                 sampler2D _MainTex;
  48.                                 float4 _MainTex_ST;
  49.                                
  50.                                 v2f vert (appdata_t v)
  51.                                 {
  52.                                         v2f o;
  53.                                         o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
  54.                                         o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  55.                                         o.color = v.color;
  56.                                         return o;
  57.                                 }
  58.                                
  59.                                 fixed4 frag (v2f i) : COLOR
  60.                                 {
  61.                                         fixed4 col;  
  62.                                         col = tex2D(_MainTex, i.texcoord);  
  63.                                         float grey = dot(col.rgb, float3(0.299, 0.587, 0.114));  
  64.                                         col.rgb = float3(grey, grey, grey);  
  65.                                         return col;
  66.                                 }
  67.                         ENDCG
  68.                 }
  69.         }
  70.  
  71.         SubShader
  72.         {
  73.                 LOD 100
  74.  
  75.                 Tags
  76.                 {
  77.                         "Queue" = "Transparent"
  78.                         "IgnoreProjector" = "True"
  79.                         "RenderType" = "Transparent"
  80.                 }
  81.                
  82.                 Pass
  83.                 {
  84.                         Cull Off
  85.                         Lighting Off
  86.                         ZWrite Off
  87.                         Fog { Mode Off }
  88.                         Offset -1, -1
  89.                         ColorMask RGB
  90.                         AlphaTest Greater .01
  91.                         Blend SrcAlpha OneMinusSrcAlpha
  92.                         ColorMaterial AmbientAndDiffuse
  93.                        
  94.                         SetTexture [_MainTex]
  95.                         {
  96.                                 Combine Texture * Primary
  97.                         }
  98.                 }
  99.         }
  100. }
  101.  
  102.  

12
NGUI 3 Support / Re: Is there a grayscale shader for use with NGUI?
« on: January 13, 2015, 11:33:58 PM »
May be you can use two atlas.Normal one and the grayscale one(just use same material).In your project ,you can dynamic change sprite's atlas.
The grayscale atlas you can use this shader for help file:///C:/Users/Administrator/Desktop/GrayShader.shader

13
Thank you for your replay.@Nicki
Sometime the UIAnchor is still useful in screen resolution, I will use UIAnchor to take Right position rather then feed the anchor target into the prefab when I instantiate it.

14
NGUI 3 Support / How To Make Endless Scroll Views(Not a list but table)
« on: January 13, 2015, 10:43:46 PM »
I have seen "Example 14 - Endless Scroll Views".It's very nice.
But How can I make Endless Table? :'(

15
UIAnchor is still a useful script...

In new NGUI layout system When you load a new prefab from outside(resources.load) ,if this UI prefab has UIWidget anchors, but the anchor target is not in the UI prefab(or the anchor target is not included in this UI prefab) they will be lost!I don't know why...

So I will use UIAnchor to make the right position of the screen....(this anchor is never lost)

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