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Messages - dillrye

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1
Hello, I have noticed that after you click a button in 3.7.6, the hover state is being called even though there is not a mouse cursor. 

I was able to reproduce this in unity 4.6 using the "Control Widgets" demo scene with the latest code pulled from github(12/5/2014).  After you click on the button, it stays highlighted until you click elsewhere in the scene.


2
NGUI 3 Support / Universal Apps build for windows phone
« on: December 02, 2014, 03:34:18 PM »
Hello, I have been migrating our project to the universal apps build for windows/metro, and i noticed that the UNITY_WP8 define doesn't work for the phone deployment(therefore it is missing some functionality like the onscreen keyboard).

I did a quick test, and it looks like if you replace UNITY_WP8 with (UNITY_WP8 || UNITY_WP_8_1) everything works as expected.  I don't think this causes any adverse effects, and I was unsure if the changes needed to be made in the ByteReader.cs and EventDelegate.cs files since the api's are now in sync between the arm/x86 builds. So I was wondering if you would take a look and add these defines for the next release.


Thank you,
Dylan

3
NGUI 3 Support / Clipping options missing in 3.6.2
« on: June 02, 2014, 01:54:09 PM »
Hello, I just noticed none of my scroll views are clipping after upgrading to 3.6.2(from 3.5).  I took a look, and there are now only 3 options:

None,
Soft Clip,
Constrain but dont clip.

Was a clipping option removed? 

Thank you,
Dylan

4
It also throws an error calling the function. "Could not find method 'HideTweenFinished' on MissionSelectBase"  Its calling a function on the mono behavior the tween was run from.

I wanted to add, the ability to call a function with parameters doing () => { MyFunction(pos, target, 1, false); } was really handy.

5
Hello,
In Ngui 3.5 i was able to do this:
EventDelegate.Add(tween.onFinished, () => { HideTweenFinished(); });

But now its throwing this error after i upgraded to 3.6:

Could not find method '<Hide>m__AC' on MissionSelectBase

It also throws errors when doing this:
EventDelegate.Add(tween.onFinished,  HideTweenFinished);

where HideTweenFinished is a private function. 

It looks like its trying to do reflection at this point.  Why wouldn't it just keep a handle to the original function? 

6
NGUI 3 Support / Re: Huge mesh sizes
« on: March 06, 2014, 04:16:27 PM »
As of 3.5.1

7
NGUI 3 Support / Re: GC Alloc each frame
« on: February 28, 2014, 02:43:43 PM »
Im pretty sure you setting a value on the sprite every frame is causing it to be seen as "dirty" and its rebuilding the vertex buffers.  That being said, the buffers themselves are reused and shouldn't be causing any memory allocation. I would try to only set values on it when changed and see what happens then.  Also, make sure you are upgraded to the latest version, there are some vertex buffer size fixes.

8
NGUI 3 Support / Re: (problem) Objects stacking in grid
« on: February 26, 2014, 06:05:46 PM »
Did you call Reposition() on the grid after adding the children?

9
NGUI 3 Support / Re: Huge mesh sizes
« on: February 21, 2014, 02:14:31 PM »
Looks like that did it! I'm back down to using a LOT less mesh memory, about 6 megs total.  It looks like there is 5 megs worth of mesh data still associated with one of my atlases.  Specifically one we use for  a couple of simple nine patches(sliced sprites).

10
NGUI 3 Support / Re: Huge mesh sizes
« on: February 21, 2014, 02:01:23 PM »
ok, so it looks like the vert buffers are being set to: 32768 which I am thinking is super high for the amount of polygons i have on the screen. The UI isnt super simple, but its definitely not 5000+ quads worth.  I also noticed that this seems to progressively climb, the allocations are going in order:

32
128
512
1024,
2048
32768

11
NGUI 3 Support / Re: Huge mesh sizes
« on: February 21, 2014, 01:24:38 PM »
I'm noticing all mesh sizes are 3.8 to 3.9 megs.  Is it possible full arrays are being allocated?

I wanted to add that i just tried UIDrawCall.ReleaseInactive();, but it didnt change anything.  All meshes related to NGUI are still at 3.8 megs (on a mobile device, specifically android at the moment).

12
NGUI 3 Support / Huge mesh sizes
« on: February 21, 2014, 12:19:04 PM »
Hello.  We have just upgraded from NGUI 2.7 to 3.5.  Most of our app is almost entirely GUI driven and most of our scenes are entirely rendered by NGUI(No custom meshes).  We noticed a massive slowdown in our application when deployed to phones and did a little bit of research.  A scene that we have not changed except for upgrading to NGUI 3.5 now takes up an extra 200+ megs of memory.  Looking at the profiler and doing a before/after comparison, it looks like NGUI 3.5 is generating a massive amount of mesh data.

Ngui 2.7: 2mb of mesh data
Ngui 3.5 210mb of mesh data.

I wanted to add that we do use sliced sprites, but we do not use any tiled sprites in our app.  We do use a fair amount of text also, but both scenes (2.7 and 3.5 versions) are using the same sprites/data.

13
NGUI 3 Support / Re: Odd drag panel behavior when tweening parent object.
« on: February 12, 2014, 11:28:06 AM »
Hi ArenMook,
 I  have sent a repro project to the support email address, I did not include the NGUI folder, but I have been using the latest from github.

14
NGUI 3 Support / Re: Odd drag panel behavior when tweening parent object.
« on: February 11, 2014, 05:35:07 PM »
Just wanted to add that I am able to reproduce the behavior in a barebones scene. 

15
NGUI 3 Support / Re: Odd drag panel behavior when tweening parent object.
« on: February 11, 2014, 05:07:37 PM »
I had the same thought, but I don't have anything marked static in my entire scene.

Just to note, this behavior seems to happen in more than one place in my app(but only after I tween an object containing a scrollview).

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