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NGUI 3 Support / Re: UIInput iOS Keyboard & Auto Camera Movement
« on: March 18, 2013, 11:24:15 AM »
Ah great, thank you!
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If that's the case, then somehow mAtlas.spriteList[0] ends up being null for you. How that's possible -- I can't even imagine. Add a null check to mSpriteName = mSprite.name; (line 129 of UISprite). I have no idea what is going on there in your project, and I can't reproduce it here.
So I added a null check and that fixes the crash, but all my spritenames are still being messed up when I remove the atlas from the reference atlas. What can I do to help you, help me? I will start working on a repro project?Try 2.3.3d.
Like I said, I have my atlases pointing to null with no problem whatsoever. To avoid having Unity loading up the last atlas in the editor, I have a "Force null" flag in my atlas manager, that I set prior to building. I run the game once in the editor, so that all atlases are set to null and then I clear that flag from my atlas manager. Then, at runtime, my atlas manager chooses the appropriate atlases.
Try moving your atlas switching code up in the scripting order. That way you'll have an atlas whenever you're trying to get a sprite.
Alright well I have to run out. Please debug it properly and post a proper fix that will cause your issues to go away because I can't debug things that don't cause any issues for me. I'll check again in a few hours and put up whatever fix you come up with.
I pushed 2.3.3c with the fix Game Whiz posted.