Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - jeldrez

Pages: 1 2 [3] 4 5
31
NGUI 3 Support / How many atlases to switch?
« on: June 11, 2013, 04:01:18 PM »
Ok, we've already release the game and it has some performance issues. I started working in the atlas switching with RetinaPro, but I realize that I need to create an specific atlas to each aspect ratio.
This is how to proceed? Because all the topics I found it just SD & HD, that's just 2 different atlases.

32
NGUI 3 Support / Fast way to change atlas reference?
« on: June 10, 2013, 10:48:34 AM »
There's a way to change the atlas reference to several images?
I'm do it by hand and it takes a while (it's really long and tedious).


IE:


  1. Atlas: Menu
  2. Sprite: button_back


How can I change the atlas references in all the back buttons at once? there's a way?


thanks in advance!




33
NGUI 3 Support / Dynamic Font Y-Offset
« on: June 06, 2013, 03:05:20 PM »
Ok, I'm working in another project now and it was using v2.2.7, I'm upgrading to 2.6.1 NGUI version and obviously I'm having some troubles.
The most annoying one and I don't know how to fix it is some Y-offset in 1 font. I check the font and leave it by default and it continues with this issue.


Someone knows how to fix it?


thanks!

34
NGUI 3 Support / Switching SD/HD/SHD UITexture
« on: June 04, 2013, 08:45:59 AM »
Hi, I'm improving performance using the different atlases, but I don't know how to change the different UITextures. Is in the same way?

35
NGUI 3 Support / Game Store versions for iPhone and iPad
« on: May 30, 2013, 11:57:58 AM »
Hey, I was looking Clash of Clans and they've 2 versions of store depending if you're in iPhone or iPad
This should be done with a UIGrid, changing the lenght of the grid depending on the device you're using?



  1. if(IPhone.generation == iPhoneGeneration.iPhone)
  2. {
  3.         // Change UIGrid > maxPerLine = 0
  4. }




36
I have buttons with UIButton linked to UILabels to change the color when they colliders are disabled.


I'm using this on 4 buttons in the main menu, when the game starts, just the first one is enabled and how it's supposed to be the others 3 are disabled. But from this 3 buttons just  1 is changing the color from the "Disabled Color". The others 2 buttons continue with the normal color.


What could be the issue? I should Update the colors?

37
NGUI 3 Support / NGUI Logo example light effect
« on: May 24, 2013, 11:47:01 AM »
Hi Aren,
This is a request to how to implement the point light effect to reflective (shader) atlas. (Example 6)


I just made an special Atlas with his material as Transparent/Refractive, I create their Normal Map (and change texture map to Normal map) and didn't use the Specularity, Shininess, Refraction slot. The rest of the material it's per default.


I created an scene with assets from this atlas and put a directional light to illuminate the assets and the point light to do shinny effect. But the textures it's almost black. It's all in the same layer.


What I'm missing?


Thanks in advance!

38
NGUI 3 Support / Disabling multitouch on UICamera
« on: May 23, 2013, 03:28:32 PM »
I unticket "Allow Multi Touch" from UICamera  but I still can press more than one button in the screen.
How I can disable that?  I just want the user to press one button in the screen.


Thanks!

39
NGUI 3 Support / UIGrid or UITable center alignment
« on: May 22, 2013, 02:10:58 PM »
There's anyway to align any of those to the center?
So in that way I can have this:

1 item   =       O
2 items =      O O
3 items =    O O O
4 items =   O O O O
5 items =  O O O O O 

Does anyone did a script for this?

40
NGUI 3 Support / Updating Atlas change textures references
« on: May 21, 2013, 04:41:50 PM »
I don't know why, but everytime (since I updated to last version) I modified a texture o add a new one to the atlas it changes images position (UV cords from atlas), for example:
Facebook buttons and Configuration button has the same dimensions, but when I updated the atlas they change the UV cords and obviously it changes in the menu screen.


How can I fix his? for now I changing the textures references (facebook button now has the configuration asset but it's facebook image).


Weird....

41
NGUI 3 Support / UIDrawCall
« on: May 17, 2013, 09:15:35 PM »
I'm having some issue since I updated to the last NGUI version, something with the UIDrawCalls.
In the HUD I have 2 buttons there's always showing and when I try to disable them it, it doesn't dissapear, even if I disable the original object.
I selected them in the scene and in the Inspector shows _UIDrawCall [HUD].


This is creating me a long list of bugs.
How can I remove/clean this UIDrawCall?


Thanks in advance!

42
NGUI 3 Support / AssetTimesStamp Error
« on: May 15, 2013, 01:16:03 PM »
Hi, I just updated to v2.6.1 and in the others pc they got this error:


Asset 'Assets/NGUI/Resources/Shaders/DynamicFonts' is in assets but has no assettimestamp...

How I can fix this?

Thanks!

43
NGUI 3 Support / Localization rich text
« on: May 13, 2013, 03:29:33 PM »
Hi,
There's any option to include something like BBCode to Localization files?
  1. [b]Bold[/b]
  2. [i]Italic[/i]
  3.  
For now I have been using [999999] to changing text color. But I need more rich format, even something like changing the font:
  1. [font=arial]Arial[/font]


Thanks!


44
NGUI 3 Support / Dynamic Fonts v2.6.0
« on: April 20, 2013, 10:27:43 AM »
I just update to the latest version and continue having issues with dynamic fonts.


1] I created and empty gameobject (with reset values), drag and drop UIFont.cs into it.
2] Set Font Type to Dynamic
3] Drag and drop the TTF, set the scale. (I can't set the material, it use the TTF one)


Until then everything is ok, but in game, sometimes looks corrupt (image attached).


There's another way to create Dynamic Font?


Thanks!

45
NGUI 3 Support / OnClick/Press UIButtonScale issue
« on: April 18, 2013, 09:14:14 AM »
I add UIButtonScale on all the buttons in the game, but you can't see them work because everytime you press the buttons their made the actions so quick you can't see them work.


So, if I press the button it changes to another screen and I can't see how it changes the button scale.


I should add a "yield Waitforseconds" before the action on the OnClick? or it's a better way to do this?


Thanks

Pages: 1 2 [3] 4 5