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Messages - KeithT

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31
NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: November 21, 2013, 07:43:21 AM »
Still on 2.x, so 3 might already have improved some of these:

1. Depth positioning Ahhhhhh
2. Some sort of master/template/skin mechanism so you can create, modify and consistently maintain things of a type e.g. all 35 buttons are the same design
3. The way different inputs in UICamera are handled. The inability to differentiate between mouse and keyboard input is a nightmare, we have had to do some horrible hacks to make popup lists work with just the keyboard, just the mouse and a combination of mouse and keyboard, which is the real situation for the billions of PCs out there.

32
Misc Archive / Series of NGUI Forms (Paid and short deadline)
« on: July 07, 2013, 04:15:56 AM »
Need a series of forms made in NGUI based on a series of Windows forms screenshots.

The job is to copy something existing so does not require much creative input, but you need to be able to create the necessary graphics.

You need to be able to start within a couple of days.

Please contact me if you have solid NGUI knowledge.

k.turner@solvexx.com

Thanks

Keith

33
Misc Archive / Graph in NGUI (Paid)
« on: May 22, 2013, 05:01:32 AM »
Looking for someone to implement (c#) the ability to display a graph in NGUI, probably using an open source graphing package that then gets written to an image. (Other suggestions welcome).

This is the sort of thing:



Drop me a line on k.turner@solvexx.com if you think you can help.

Needs to be done within the next month.

34
NGUI 3 Support / Re: NGUI setting UICamera.selectedObject to null?
« on: May 20, 2013, 03:10:36 AM »
Explaining to clients that they can only use the keyboard OR the mouse on their PC is not a conversation I relish, so we have implemented external logic which manages UICam.selectedobject and so works with both.

It took hours of debugging mind, working out when selectedobject it is changed internally within UICam class, which I think is what makes it so difficult to understand why it does not work when monitoring and setting the public variable externally.

Now we need to come up with a work around to handle the same issue for the change selected object handler in popuplists so that that works with both.

For the billion or so PCs our clients target, the only use one at once approach is not credible.

35
NGUI 3 Support / Re: NGUI setting UICamera.selectedObject to null?
« on: May 17, 2013, 11:25:10 AM »
We are having problems with this as well using UIButtonKeys and trying to make the NGUI menu work with the keyboard and the mouse e.g. on a PC.

It seems that once UICamera.selectedObject has gone null, which happens whenever anyone clicks a mouse, then it's game over, the last item that was selected using the keyboard is selected forever. Is there anyway to re-initialise this ? Have tried turning inputs on and off but can't get the selected object to deselect.

36
NGUI 3 Support / cinput2 NGUI integration
« on: May 13, 2013, 06:31:47 AM »
Has anyone done this, with I think would require UICamera to be rewritten to work with cInput ?


37
We have a popup list which works fine with the mouse. You highlight the items from the list and then click. This then fires the target "on selection change function" which pops up a confirmation dialogue.

We now have to add support for everything to work off the keyboard and the mouse. Using UIButtonKeys solves most of this, but when you go through the popuplist with the keys the "on selection change function" fires and the popup appears, which makes it impossible to get past the first item. We would like the popup to appear when the using presses Return/OnSelect.

None of the examples cover this.

Anyone done this, know how to do it ?

38
NGUI 3 Support / Re: UIInput Woes
« on: April 27, 2013, 11:27:44 AM »
Thanks for responding, had implemented a fix for the bug, but guess this will be in an upcoming release.

Re #1. Think something else must be referencing it, as removed the cache on the position and got the same issue, so think is us.

Re#4. Got this working by adding and removing UIInputs.

39
NGUI 3 Support / UIInput Woes
« on: April 26, 2013, 04:59:07 AM »
Having trouble getting UIInput to work as desired, when integrating it with other code. So have gone back to basics with an example but still have issues: Setup included below.

Several problems.

1. Other code moves the position of the label referenced in UIInput during the game, but when it is edited the current position of the label is not used, the very original position when the game started/UIInput ran. NGUI seems to be caching position for some reason. Is this on purpose ?
2. Is "Use Label Text at Start" supposed to leave the text in the label available for editing (what we want) ? Have played with the example scene 2.5.1, having it selected or not makes no difference to the behaviour. ?
3. Does Start in "Use Label Text as Start" really mean when Unity's Start runs, so if you change the label value and then try and edit it, you get the very original value ?
4. In the final implementation we need the label to display things as the game plays and then allow the user to edit some label content after they press a button to turn editing on. Have tried disabling/enabling the GO and the UIInput script as a method of doing this, again with odd results. Does anyone have a working approach for this ?

40
NGUI 3 Support / Example 7 is broken in 2.5.1. with 4.1
« on: April 15, 2013, 06:24:36 AM »
Looking at the examples to add a scroll bar to an existing window:


41
TNet 3 Support / Re: RFC for TNet server
« on: February 23, 2013, 04:56:46 AM »
We are going through this process as well and need to use the framework for Client-Server not just Client-Client.

Anyone got this working, done an example ?

42
TNet 3 Support / Server Source Code
« on: February 14, 2013, 12:45:46 PM »
Just bought TNet (1.3.1) and went looking for the server code and when you unzip and open the solution all source code in Common and Server is not there. Is this on purpose ?

43
Thanks. Tried that no noticeable difference.

Have found another machine with the same issue. Windows XP but with a later card GeForce2 MX-400 64MB DDR PCI (The other machine we can test on has a Rage 128 Pro).

44
Hmmm, we have had it reported on 3 machines, starting to wonder if is something else.

45
What do you define as "Basic shader support" ?

Do you mean that this issue identified here, should in fact work on a card supporting Shader Model 3 ?

If so, do you know what we need to do to make it work ? We have categorical proof from testing that enabling/disabling clipping causes the problem to occur.

A different solution would be vastly preferably to reworking the menus to use the camera approach, which we are already several days into trying to get working with a load of issues still to solve.

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