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Messages - rain

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The whole point of this would be to simulate the iOS-style "spring to top" feature  :-\

It's for a music picker screen where you can tap the top of the screen to get to the top of the list and access the searchbar, and users might have up to 10-20000 tracks that could be chosen from the list.

Went up to 60 objects and decreasing the springpanel strength to 2. Still having the issue when scrolling down to the 2000. element or below.
Any ideas?


I've put together a vertical UIScrollView and a UIWrapContent with a list of over 1000 items (with 10 gameobjects actually existing at a time) and I've noticed that if I used SpringPanel to get from the bottom of the list to the top of the list, the items lag behind the scrollview and sometimes don't catch up to the scrollview at all.

Can this issue be solved or do I have to look for another approach for this kind of thing?

Sorry to revive this thread, but if I cannot update to the latest version (currently on 3.6.3), then the only thing I need to do to solve this is comment out ByteReader.cs:220?

NGUI 3 Support / Re: Placing prefab on different panel
« on: August 05, 2014, 05:30:25 AM »
Hi Patrick!

Have you checked whether the prefab's layer matches the panel's layer you're placing it under or not?
I've attached a screenshot to clarify what I'm talking about.

NGUI 3 Support / Multiple TweenPosition editing in inspector
« on: July 18, 2014, 02:43:36 AM »
What prevents unity from multi-object editing multiple TweenPosition scripts in editor? It'd be nice to be able to adjust stuff like "Ignore time scale" and such on several objects at once via inspector.

NGUI 3 Support / Getting 3D objects with custom shaders clipped
« on: May 22, 2014, 08:29:46 AM »

I'm making a store screen menu for the game I'm working on and got stuck with this:
I have a scrollview in which the purchasable items will be displayed via their in-game 3D models and the scrollview obviously doesn't soft clip the 3D objects when it's expected to.

How could i make them get clipped?

Ps: I've never worked with shaders before

I ran into this issue myself as well a few days ago and making the method "more visible" didn't change anything for me. I ended up overriding that particular method in the sub-class and copy-pasting the entire method to the subclass' overridden method.

NGUI 3 Support / Re: Scroll bar help
« on: April 15, 2014, 08:16:41 AM »
If i'm not mistaken, the Scroll Bar's value only has a range from 0 to 1, so you're constantly setting the time on the audio source to something like the first 0-1 seconds.

If my above statement is right, then it should be something like this:
  1. public UIScrollBar scrollBar;
  3.     public AudioSource mainMusic;
  5.     public float newMusicTime;
  7.     void Update()
  8.     {
  9.         if(AudioControllers.musicPlaying == true && AudioControllers.pauseMusic == false)
  10.         {
  11.             scrollBar.value += 1 / mainMusic.clip.length * Time.deltaTime;
  13.             if(Input.GetMouseButtonUp(0))
  14.             {
  15.                 // so for example your scrollbar is at the half -> its .value is 0.5f
  16.                 // then you'd set the time to 0.5 * CLIPLENGTH
  17.                 mainMusic.time = scrollBar.value * mainMusic.clip.length;
  18.             }
  19.         }
  20.     }

NGUI 3 Support / Re: Block events after button click
« on: April 02, 2014, 04:31:30 AM »
You can have a collider that covers these buttons and enable it when you don't want them to be pressed and disable it when the tweens have finished.

NGUI 3 Support / Re: Problem with events on UISlider
« on: March 28, 2014, 05:56:35 AM »
Have you tried delaying your event subscription with a frame or two? Or you could have something like this:
  1. [SerializeField] UISlider Slider;
  2. void Awake()
  3. {
  4.      EventDelegate.Add(Slider.onChange, HandleFirstValueChange, true);
  5. }
  7. // This callback runs at the first value change when you don't want to hear your swipe sound,
  8. // adds the sound playing method to onChange and then HandleFirstValueOnChange immediately gets unsubscribed
  9. // so only your sound playing method is called from now on.
  10. // You could also make this method as lambda if you wanted.
  11. void HandleFirstValueChange()
  12. {
  13.      EventDelegate.Add(Slider.onChange, PlaySoundOnValueChange);
  14. }
  16. void PlaySoundOnValueChange()
  17. {
  18.      // Play sound or do something funky here
  19. }

NGUI 3 Support / Re: Recently Updated, now nothing works properly
« on: March 27, 2014, 12:38:33 PM »
I guess you didn't delete the NGUI folder before updating and reimporting it.

NGUI 3 Support / Re: Assign a variable value to a UILabel
« on: March 14, 2014, 06:44:15 AM »
What is 'Player' in this context? The class itself? An instance?
Your code should work as long as neither 'healthLabel' , 'Player' and '' is null.

If Player is actually a class and not an reference to an instance, you should have something in your script like
  1. public Player player;
And then assign value to it via inspector or code.
After that, you can easily reference it in your Update method (example full script):
  1. public UILabel healthLabel;
  2. public Player player;
  4. void Update()
  5. {
  6.      healthLabel.text =;
  7. }


NGUI 3 Support / Re: Does NGUI provide a mail service??
« on: March 11, 2014, 05:22:04 AM »
I think if you press the 'Notify' button on the 'Latest version' thread, you'll get notified when a new version is out.

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