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Messages - yo_milo

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TNet 3 Support / Re: Server on mac and linux
« on: June 29, 2015, 09:33:26 AM »
Yes exactly like that. If it doesn't work, then you are missing mono.

Thank you. Downloading.

EDIT: It worked like a charm.

TNet 3 Support / Re: Server on mac and linux
« on: June 26, 2015, 11:53:34 AM »
Yes, you just run it via mono:
  1. mono TNServer.exe

Excuse me, this might sound like a stupid question (Sorry), but... how do I run it via mono?

Using the Mac terminal, going to the directory and typing:
  1. mono TNServer.exe

Or... how?

This is what I tried.

NGUI 3 Support / Re: Touch On Object (TouchJoystick)
« on: April 30, 2015, 11:32:24 AM »
OnPress only triggers when something is pressed or unpressed.
  1. void OnPress (bool isPressed)
  2. {
  3.     if (isPressed) Debug.Log("I was pressed on!");
  4.     else Debug.Log("I was unpressed");
  5. }

Thus, you could modify a variable in your script that changes, depending if isPressed is true or false.

NGUI 3 Support / Re: Font Maker needs FreeType64.dylib on Mac
« on: April 30, 2015, 11:18:14 AM »
Sorry, I was caught in confusion...

I changed the dylib name to 64, it did not work (Unity crashed every time I opened the font maker).

I will just do my bitmap using a Pc...

Or, does the old old way, using BMFont still works?

NGUI 3 Support / Re: Font Maker needs FreeType64.dylib on Mac
« on: April 28, 2015, 11:50:25 AM »
ArenMook, I sent you an e-mail with the Dll files... Thank you for your support...

NGUI 3 Support / Re: Radial scrollview
« on: April 28, 2015, 10:39:12 AM »
What I ended up doing was creating a clip area.
Then I created a Widget container where all my sprites are anchored.
That container has a script that sets the sprites in position based on distance to center, and number of sprites in the container.
It also sets the inside objects z rotation to the negative z rotation of that widget.

Then I used a modified version dragObject to do the main widget rotation...

It was a quick solution for a demo, once I have a solution that nicely integrates with NGUI, I will share it.

NGUI 3 Support / Radial scrollview
« on: April 27, 2015, 12:29:11 PM »
Hello, I am trying to do a Radial Scrollview...

I know codewise, what to do to position my buttons (objects.transform.localPosition = new Vector3( distanceToCenter * Mathf.Cos(i * angleBetweenObjects), distanceToCenter * Mathf.Sin( i * angleBetweenObjects)); ) , and how to keep my buttons always pointing up (inverting the localeuler angle of the parent); however, I want to implement it as a scroll view... or at least be able to use the gesture recognition available in the scroll view...

How should I approach this? (I am reading scroll view class at the moment).

Is it more advisable to create a new class that inherits scroll view?
Create a copy of scroll view and create my new class based on that (I think not)
Or modify scrollview?

So far, the greatest contenders for movement are MoveAbsolute and MoveRelative, I am going to experiment a little bit.

NGUI 3 Support / Re: Relative Anchors - Positionning Problems
« on: March 08, 2015, 07:24:46 PM »
I agree with RDeluxe... The naming is not obvious... Maybe changing "Custom" to "Relative" will do the trick... because I was going crazy (and about to use a UIStretch script), until I found this thread....

NGUI 3 Support / [FIXED] NGUI Vuforia Button on target
« on: February 26, 2015, 06:12:19 PM »
Note: This message is awaiting approval by a moderator.
EDIT:I kept working on it, and I did reset my hierarchy kind of like in the picture, and the touch input did work. I was wondering, how do you guys set up your 3D GUIs with Vuforia?

EDIT 2: I Uploaded my hierarchy so you can see how I did it. I had to rotate my UIRoot (the script is disabled, thou).

This is kind of a follow up to this thread:

I am trying to do a Vuforia Target with NGUI buttons, so I can interact with those objects.

As you can see, I attached my hierarchy.
I have a 3D GUI inside of my Target object, but the GUI has the root (which resizes) disabled.
My GUI camera is childed to the ARCamera, and it has the ";topic=5825.0;attach=2677CopyProjectionMatrix.cs" script attached to it, pointing to the ARCamera.

The GUI detects the mouse hover, and it moves along the target rotation; however, it does not detect on click, any of you have any idea why?

NGUI 3 Documentation / Re: UIInput
« on: February 12, 2015, 07:18:58 PM »
Just as a curiosity. Why do you have a public remove focus, but not a public focus?

Misc Archive / Re: Surprised that NGUI does not have a "Tween Value"
« on: October 23, 2014, 07:10:50 PM »
WHAT!? lol

Misc Archive / Surprised that NGUI does not have a "Tween Value"
« on: October 22, 2014, 05:37:43 PM »
I dunno, I just find it interesting...
Not like it is impossible to do... Just commenting.  ::)

We are on the same boat... I downloaded MegaBook, because supposedly it supports NGUI....

But I cannot seem to make it work...
It is poorly documented and it does not have video tutorials...

But, hey, at least I have the book rolling, too bad it is empty.

NGUI 3 Support / Re: [solved] UISounds overlapping
« on: October 16, 2014, 11:01:39 PM »
I assume... You seem to know very well what you are doing...

I might get early access with my next paycheck....

NGUI 3 Support / Has anyone used MegaBook and NGUI together?
« on: October 16, 2014, 06:35:31 PM »
I am having a hard time making my NGUI stuff appear in my book :(

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