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Messages - KeithT

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46
Actually on looking at this a bit deeper the machine/graphics card that clipping does not work on is Windows XP, DirectX9.0C, Shader Model 3. It works fine on Vista and W7 machines with DirectX11.

Has anyone tested/know what the minimum spec for clipping support is ?

47
Ha, I wish.

There's lots of old hardware out there, we met this issue 3 times in the last 10 days each at different organisations.

48
Good call, indeed testing shows it is that. Thank you.

I guess this means we have to use the "camera" rather than "panel" approach to scrolling content in windows, unless anyone knows different ?

49
NGUI 3 Support / Font problem on low spec (32mbyte) graphics cards
« on: July 05, 2012, 10:43:06 AM »
We have a problem with NGUI rendering text that is loaded dynamically on older graphics cards. The rest of the game and static 2D NGUI menu and 3D in game NGUI controls all work fine, so we would like to get to the bottom of this. We had a problem with the whole 2D menu to start with but then reduced the Atlas down to 4Mb from 64Mb which cured that, but we are still left with this issue below, which does not look like the same cause. Anyone any idea what is happening ? This is the problem.



and it should look like this


50
NGUI 3 Support / Re: Moving NGUI folder
« on: April 20, 2012, 12:10:59 PM »
Drag the Interaction, Internal, Tweening and UI folders to plugins.

51
NGUI 3 Support / 3D menus and the FPS controller camera
« on: April 20, 2012, 11:54:57 AM »
We are using an FPS controller and would like to have 3D NGUI menus on GameObjects the user can interact with when they approach it.

If the UICamera script has to be on the camera for anything under it to get NGUI events, how do you do this, because if you put the GameObjects with the 3D NGUI menus on them under the camera hierarchy they will move about with the FPS controller ?

52
NGUI 3 Support / Minor Update Suggestions
« on: April 18, 2012, 06:04:18 AM »
We have to make a couple of changes to the NGUI library every time we update and wondered if the changes we make would be useful in an update:

1. We need to call NGUI tweens from code so in UIButtonTween we make the "Play" public.
2. In UIlocalize we add an sp.MakePixelPerfect(); after sp.spriteName = val; to solve image layout issues when the language changes.

Useful ?

53
NGUI 3 Support / Re: Focus for Enter key
« on: April 17, 2012, 06:22:24 AM »
Thanks for the response, but think we are at cross purposes.

The problem we have is that we have windows with buttons that popup acknowledgement windows when the button is clicked, with for example an "ok" button them. The problem we have is that UICamera caches the last button that was clicked and if you hit "Enter" it reruns the button click which opens the acknowledgement window a 2nd time. We could trap this in the button handler and ensure the window is only opened once, but would prefer to set the focus of the "Enter" key press to be the "ok" button on the acknowledgement window.

54
NGUI 3 Support / Re: OnTooltip
« on: April 17, 2012, 05:36:46 AM »
Aren, is there any chance of you posting an example of how to attach an NGUI widget to a 3D object, as we have this requirement as well and have been hunting for a good approach for a while.

I had a look at windward and see you do it in there..............

Thanks

Keith

55
NGUI 3 Support / Focus for Enter key
« on: April 17, 2012, 05:28:52 AM »
Is there a built in way to control which widget/button gets fired when the enter key is pressed ?

Closest have found is the code in the chat window script, but not obvious how to use generically.

Thanks in advance for any insights.


56
NGUI 3 Support / Re: How to add item to the scroll list by code?
« on: April 13, 2012, 08:58:19 AM »
      GameObject theDropDownListGO  = GameObject.Find("theListGameObject");
      UIPopupList theDropDownListScript  = theDropDownListGO  .GetComponent<UIPopupList>();
      theDropDownListScript  .items.Clear();

      foreach (item iteem in you List)
      {
         theDropDownListScript  .items.Add(item );
      }

Something like that should work

57
NGUI 3 Support / Confirmation on popuplist selection change
« on: April 13, 2012, 04:22:29 AM »
Trying to get a confirmation window to appear using an NGUI tween when a popuplist changes, which would then make the change on ok being pressed on revert to the previous value when cancel is pressed.

Have a similar mechanism working with a generic confirmation window using UIButton tween, but can't find the equivalent for the popuplist. Is a way of doing this  ?

We also need to make windows that use tweening to open, from code and at the moment have made the play method in UIButtonTween public, which is a bit naff. Is there a "supported" way of doing this ?

Thanks in advance

Keith

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