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Messages - nugao

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1
NGUI 3 Support / Re: Hello. How to interaction with multiple monitors.
« on: September 16, 2017, 09:19:16 PM »
OK.

Thanks.

2
NGUI 3 Support / Hello. How to interaction with multiple monitors.
« on: September 15, 2017, 12:40:50 AM »
Hello.

I had setup UI with multiple monitors.

But only interaction in main monitor.

I need some help to fix it.

Thanks.

3
NGUI 3 Support / Re: AtralMaker generate hang. Unity 5.5.0p3 + NGUI3.11.1
« on: January 19, 2017, 11:03:54 PM »
I found if use the option "Unity Packer" , the Unity Editor will hang and memory is over.

4
NGUI 3 Support / Re: Hello. I found a problem about UITexture.
« on: April 27, 2015, 11:01:42 PM »
Hello.

As you said. I use dynamicMaterial instead of the original material, but it not work at all. Because I must SetBuffer for the original material. Maybe the Material's Buffer(ComputeBuffer in Shader) can not copy, so the copy of the original material is not work. I set a Debug.Log in onRender, i find it don't call in run-time.

I have set onRender callback. As I said, it work in Editor, not work in run-time. In my method to fix it, I set Texture and Material both for UITexture object.

Thanks.

5
NGUI 3 Support / Hello. I found a problem about UITexture.
« on: April 27, 2015, 03:23:21 AM »
Hello.

I found a problem about UITexture.

I use a UITexture with Material, the Material use a Procedural texture.

In editor is work, when I build it and run, the UITexture is not work.

To fix it, I need set Texture and Material both for UITexture.

Thanks.


I work in U3D 4.6.3f1, NGUI 3.8.0.

6
Hello, I get a strange question.

I write a shader script, it is not work when the U3D Editor window reactive ( win32 window lost focus and reactive it ).

I spent a whole day trying to solve this problem.

Finally, I found the problem caused by the Directory:"NGUI/Examples/Models/Orc". I remove it or move it to other directory, and then I have got fix it. Not files, only directory"Orc".

What a strange question.

7
Thank you very much for your reply.

I'll try again.

8
Hello.

I try NGUI work with Kinect Input.

First, I use mouse to simulate a human hand cursor in Kinect, it's work. Just do it as a mouse with 'onCustomInput'.

But the next, when I use two cursors and more cursors, I just simulate cursors as mouse can not work. Because mouse is only ONE.

I have tried to change UICamera code to simulate two kinect cursors, I get two problems:

1)When two cursors move over a UIControl both, The OnHover(true/false) events had triggered with two cursors.
   The UIControl's 'Hover' state has canceled while a cursor move out it, but the other cursor still over that UIControl.
   How to hold that UIControl to 'Hover' state, when other cursor still hover on it?

2)When cursor 'Press' on a UIControl like a UIButton, the 'OnPress(true/false)' event repeat to trigger. I found NGUI 'ProcessMouse' do click is 'GetMouseButtonDown' 'GetMouseButtonUp', its get one time when mouse has clicked. My code always trigger OnPress, because it do click in every frame.


In my demo code, I have two simulate cursor, it use keyboard to control. The Key "W,S,A,D" and "Up,Down,Left,Right" control to cursors move. The Key "1,2" do click.
My demo code has send to 'support at tasharen.com'.

Thanks.

9
NGUI 3 Support / Re: Is this a bug? When a object overlay other one.
« on: October 16, 2013, 11:47:17 PM »
Oh ,it's my fault.

I miss this:
"NEW: UICamera now has "world" and "UI" event types that affect how raycasts are processed."

10
NGUI 3 Support / Re: Is this a bug? When a object overlay other one.
« on: October 16, 2013, 11:42:10 PM »
I found change depth to fix my trouble, but why ?

Can Depth affect Z value of BoxCollider ?

11
NGUI 3 Support / Is this a bug? When a object overlay other one.
« on: October 16, 2013, 11:11:21 PM »
Hello, I get a trouble NGUI 3.0.2.

There's a gameobject A, it have only component BoxCollider, and its Children unactive. The other gameobject B is like A all children unactive. A and B in same level.

A's BoxCollider.pos.z == -0.01;
B's BoxCollider.pos.z == -0.02;

A and B are can click ,when a part of B overlay A, A is clicked and a child Sprite of A  is active, then the overlap part can't click to active B's  one child, the debug info last hit is still on A.

But first B is clicked and its a child is active, the overlap part is work all right.


I don't know how to fix it...I need some help.

12
NGUI 3 Support / Re: How to change lambda to NGUI 3.0
« on: September 22, 2013, 03:03:02 AM »
Hello, just do "() => { somecode; }" , but I think lambda is uglily for void parameter.

13
NGUI 3 Support / [Script]There's a bug in 'UIToggledObjects'
« on: September 22, 2013, 02:57:56 AM »
Hello, I found a bug in UIToggledObjects.

  1. public void Toggle ()
  2. {
  3.         if (enabled)
  4.         {
  5.                 for (int i = 0; i < activate.Count; ++i)
  6.                         Set(activate[i], UIToggle.current.value);
  7.  
  8.                 for (int i = 0; i < deactivate.Count; ++i)
  9.                         Set(activate[i], !UIToggle.current.value); // this line
  10.         }
  11. }
  12.  

14
NGUI 3 Support / Re: UILabels always on top of UITexture
« on: September 12, 2013, 12:42:32 AM »
Just change UITexture's shader from 'Unlit - Diffuse' to 'Unlit - Transparent Colored'.

Because the Transparent object always in front of the Opaque object, in other words the Opaque objects always render in front of the Transparent object in render queue.

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