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Messages - steddyman

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1
NGUI 3 Support / Re: Font Maker needs FreeType64.dylib on Mac
« on: February 15, 2015, 06:00:13 PM »
Managed to work out what was required and have compiled a version.  I can't work out how to configure the MAKE files to produce a single .dylib file, but the attached two files will work together if placed in the NGUI/Editor directory.

However, the maximum attached file size for this forum is 1mb, and the .a file is 4mb in size (and 1.5mb zipped) so I cannot attach them.

2
NGUI 3 Support / Re: Font Maker needs FreeType64.dylib on Mac
« on: February 15, 2015, 04:42:02 PM »
Has there been any update on this?  Unity 5 is now at RC1 stage and likely only a few weeks away from release.

I can't find any information on where to find or compile this file.

3
NGUI 3 Support / Re: Draggable Interface: iPhone Home Style
« on: February 10, 2013, 02:57:36 PM »
I have this exact problem too.  Is there any way to make the UITable and Drag Panels act like the native controls in paged mode?

For example I have 12 images each 256x256 laid out side by side and when the user lets go of the mouse it should snap to one of those 256 pixel boundaries.

I can see the SpringPosition script but I'm not sure if there is any way to make the Drag Panel components use it.

Thanks

4
NGUI 3 Support / Re: What does this mean in the UIAtlas documentation?
« on: November 23, 2012, 03:47:44 AM »
Thanks for the clarification

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NGUI 3 Support / Re: What does this mean in the UIAtlas documentation?
« on: November 22, 2012, 06:25:48 AM »
Really?

I don't think there is any way you can read this to mean that:

'As long as the atlases share the same material'.... how can Altases ever share the same material?

Who wrote that on the website, was it Aren?  If so, could you please comment Aren or update the website if it means the above?

6
NGUI 3 Support / Re: What does this mean in the UIAtlas documentation?
« on: November 22, 2012, 04:01:38 AM »
Sorry, that isn't what the documentation states.

I know an atlas is multiple textures combined into an Atlas, that is there entire purpose.

The statement on the UIAtlas page states you can have multiple Atlases (not textures) share the same material.

Here is the link, look at the tips:
http://www.tasharen.com/?page_id=120

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NGUI 3 Support / What does this mean in the UIAtlas documentation?
« on: November 21, 2012, 10:42:27 AM »
"You can organize sprites into groups by creating more than one atlas. As long as the atlases share the same material, their widgets will still end up in the same draw call."

How can one material point to multiple different textures?

8
NGUI 3 Support / Re: Tiled texture has black line gaps
« on: November 06, 2012, 10:25:31 AM »
Hi

The 1 pixel border on the sprite in the atlas has fixed the black lines. 

Actually this is one of the in-built Photoshop patterns that is used for filing arbitary areas.  With the black lines removed, it is now tiling fine.

Many thanks.

9
NGUI 3 Support / Tiled texture has black line gaps
« on: November 05, 2012, 04:18:58 PM »
I created a 200 x 200 pixel texture in Photoshop using one of the patterns included (also 200x200).  I exported the file as a PNG and then I have imported it into NGUI and I am trying to use it for a tiled sprite background.  The pattern I am using is repeatable.

However, for some reason as soon as the vertical size goes above 200 pixels, I get a black line before the sprite is drawn again as can be seen the the attached photo.

I thought Tiled Sprites were supposed to just create a seamless texture?  There is no black lines in the PNG I created even when zoomed all the way in.

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Other Packages / Re: NGUI: HUD Text
« on: September 29, 2012, 05:28:04 PM »
The Ortho camera for the UI is the one created by the Create a new UI menu option.  It has a near plane of -2 and a far of 2.

As said, all the other items under this camera are appearing correctly and so are HUDText if they don't have a target set.

If I set a target AND set DisableIfInvisible=true then it all works and displays correctly.  If I set DisableIfInvisible=false (default) then the labels created underneath the HUDText are always disabled.

11
Other Packages / Re: NGUI: HUD Text
« on: September 29, 2012, 04:16:13 PM »
Found a work around.

I have to set the DisableIfInvisible flag to true.  If I do that, then follow works.  If I don't do that, then it doesn't and the label is always disabled.  Seems the opposite of what it should be doing.

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Other Packages / Re: NGUI: HUD Text
« on: September 29, 2012, 03:57:02 PM »
To simplify this problem, I have manually created the HUDText object under the HUD prior to starting the scene then created a simple script on the same object that just calls Add once and shows it for 10 seconds. 

I have noticed the following behaviour:
1. If I don't set the follow target, the HUDText appears and works as expected on the screen.  The label that is created at runtime by the component has it's active property enabled in the Inspector.
2. If I set the follow target to any object at all, the HUDText does not appear.  The label that is created at runtime by the component has it's active property set to disabled in the Inspector.

I have changed the UIFollowTarget script as follows as a test, and it never displays Not Visible:

  1.                 // If visible, update the position
  2.                 if (isVisible)
  3.                 {
  4.                         transform.position = mUICamera.ViewportToWorldPoint(pos);
  5.                         pos = mTrans.localPosition;
  6.                         pos.x = Mathf.RoundToInt(pos.x);
  7.                         pos.y = Mathf.RoundToInt(pos.y);
  8.                         pos.z = 0f;
  9.                         mTrans.localPosition = pos;
  10.                 } else {
  11.                         Debug.Log("Not visible");
  12.                 }
  13.  

Really scratching my head with this.  There is obviously something wrong with the follow script.

13
Other Packages / Re: NGUI: HUD Text
« on: September 29, 2012, 03:30:58 PM »
No it can't.  The only camera that can see my GUI layer is the one under the UIRoot.

It isn't finding the wrong cameras.  I've checked that by making the mGameCamera and mUICamera public in the follow script and they are set to the Main Camera and UI Camera as they should be.

14
Other Packages / Re: NGUI: HUD Text
« on: September 29, 2012, 03:01:01 PM »
You can see it in the screenshot above.  It is under the Hud GameObject which is a UIAnchor, which is under the camera which is under the UIRoot.

Like I say, works if I create a label manually and also works if I don't set the follow but just appears in the middle of the screen.

15
Other Packages / Re: NGUI: HUD Text
« on: September 29, 2012, 07:51:51 AM »
The problem appears to be an issue with the UIFollowTarget script.

If I comment out the line follow.target=transform, then it works but the text just appears in the middle of the screen.

I've check the script picked up the right cameras for MainCamera and GUICamera and it did, so not sure what is going on here.

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