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Messages - FizzPow

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76
NGUI 3 Support / Re: Sprite Edges
« on: December 15, 2012, 04:00:49 PM »
Yes, that may be a poor example, but it's not relegated to just this image by any means, and adding more space does not fix anything.  Also, many/most things cannot always be pixel-perfect because I am scaling and animating them.  I know 2D Toolkit doesn't exhibit this behavior, and I believe it's to do with the pre-multiplied alpha it uses.

If you want, I can try to make a sample project showing the same sprites on both engines?

77
NGUI 3 Support / Re: Sprite Edges
« on: December 15, 2012, 03:43:30 PM »
Hmm, well I zoomed in to amplify the issue, but you can definitely still see it when it's not zoomed.

78
NGUI 3 Support / Sprite Edges
« on: December 14, 2012, 08:16:37 PM »
The edges of some sprites seem to have some extra dark lines that are not in the original.  I recall having this issue in the past with other sprite systems and it had something to do with using premultiply alpha to fix it.  Is there a way to address this with NGUI, I am not even sure if it's the same issue.

Here's a picture on the left of what this sprite looks like in Unity.  All four edges have extra darkness that shouldn't be there.  I have noticed this on most of my sprites, but some are a lot worse than others.  I am open to other solutions like changes in how we master the artwork if need be.

Edit: I am also using 8 pixel padding to be sure its not bleed from other sprites.



Thanks for any help!

79
NGUI 3 Support / Re: Atlas with mipmapEnabled=true looks blur
« on: December 14, 2012, 12:24:58 AM »
Just bringing this back up because I would like an option to maintain my existing texture settings.  I am using mipmaps as a way to auto-generate atlas's for lower resolution devices and it works great, but I have to turn mipmaps back on every time I update the atlas.  Thanks!

80
NGUI 3 Support / Re: Unity Packer
« on: December 14, 2012, 12:20:55 AM »
I am able to use 4096 textures just fine with mobile devices that support it, like iPad3 & 4.  But Unity's packer won't go over 2048, so I am glad you have the option to not use it.

Because it says "if off, use a custom packer" I thought it meant I had to pack them myself using another tool or something.  You might want to change the way you are wording that, because I had no idea it just meant to use your packer instead of Unity's.  Also, I am surprised you have it set to use Unity's by default when it seems to have multiple issues?


81
NGUI 3 Support / Unity Packer
« on: December 13, 2012, 01:23:29 PM »
I have tried searching the forums and documentation, but I still don't really understand what the pros/cons are to using or not using Unity Packer?  It seems to do the same thing either way, except not using it gets past the 2048 limitation on mobile.

Thanks!

82
NGUI 3 Support / Re: Anchors & Tweens
« on: December 08, 2012, 01:48:02 AM »
Doh!  Yes, I just had to create a parent anchor gameobject and then tween the child, this works great, thanks =)

83
NGUI 3 Support / Anchors & Tweens
« on: December 07, 2012, 08:42:42 PM »
Running into an issue I hope I can get a better solution for.

I am trying to lay out my screen using anchors for everything so my UI looks correct on many different aspect ratios.  That is all working great.  The problem is, now I want to do some Tween animations to bring the objects on screen in various ways to build the screen.

I am trying to use HOTween.From() with a relative #, so that it ends up where it is already.  The problem is two-fold:

1) If I call this on Start(), the object is not at the correct anchor'd coordinates yet, so it ends up animating the wrong way
2) When the animation is done, the anchor snaps it back to where it should be

The solution I found that seems very in-elegant is to:

- Set the object's anchor in editor to have a high depth offset so its not visible
- In Start() Call Invoke() with a 0.1f delay so the anchor has time to set

Then In Invoked function

- Disable the objects anchor
- Set its Z back to 0 so its visible
- Then call my HOTween.From() method to animate it in

This works but is a ridiculous amount of steps.  Please tell me there is a better way?  Thanks!!  ;D

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