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Messages - ENAY

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1
NGUI 3 Support / UISprite : Scale Suggestion Advice
« on: June 17, 2014, 11:11:55 PM »
Just a suggestion but, I think it would be better to name the UISprite "Dimensions" to "Width/Height".

Now that it is also definied as part of the Widget, I think this is a great addition. However, being an old NGUI user I remember the days when the Unity scale defined the size of the sprite.
Coming back to the UI recently, the first thing I do is transform.LocalScale and then my sprite is absolutely massive.

Then when I try to find the "Dimensions" the first thing I come across is

.drawingDimensions

I debug it and of course, there it is, the second half of the Vector4, so I try and set that and get a readonly error. I search a bit further and then I find .localSize, this appears to be what I am looking for, but I set this with a new Vector2 and again, a readonly error.

Eventually I stumble across .width and .height and sure enough changing these paramaters is what I am looking for. But finding them doesn't seem intuitive.
But I can't help feeling that is the naming of some of these variables .GetLocalSize would help programmers like myself from having to hunt around.

Why does .localSize even exist anyway, why not just use .width and .height?

Anyway, hope this doesn't sound like a rant. Just something that freaked me out a bit just now when trying to do something I have been used to doing. :)

2
NGUI 3 Support / Re: Only rendering N characters in a Label?
« on: April 30, 2014, 04:43:32 AM »
I think I see what you are saying now, you want the text to pop out as it does now, as if it were left assigned, except you want the full length of the word to be right aligned when it has finished?
Well what I would do is keep the UILabel left aligned, but adjust its transform in the X direction to the right side. First position the UILabel at the right side of where you want it and then use the UILabels 'printedSize' and subtract that from that position. In other words, you make a script which moves the UILabel according to the words text size.

I am still not 100% sure if that is what you are trying to achieve, but I hope this helps.

3
NGUI 3 Support / Re: NGUI vertical scroll view?
« on: April 30, 2014, 04:23:48 AM »
Well it does work, but it isn't going to magically scroll in another direction by simply clicking the tab because all the objects are still positioned horizontally.
After you change to vertical scroll view, Try moving some of the "Item 0" further up or down, then try and flick it.

4
NGUI 3 Support / Re: Only rendering N characters in a Label?
« on: April 30, 2014, 04:13:26 AM »
I think it would help immensely if you posted some code so we can at least see what your problem is. Or a picture at the very least.

5
NGUI 3 Support / Re: UIPanel exception
« on: September 10, 2013, 04:40:37 AM »
There is indeed a limit to how many you can have. In anything.

But by your own admission, after your game runs for a long time, the error comes up. Check your creation code as you probably have a memory leak somewhere.

6
NGUI 3 Support / Re: Loading GUIs from assetbundles.
« on: September 10, 2013, 03:03:34 AM »
Yes definitely, looks to me like you aren't adding your textures into the asset bundles. You also have a big hint right here
""Material doesn't have a texture property '_MainTex'"

If you are adding and changing atlas at runtime, Unity won't know it needs to include them inside the asset. You could probably get around the problem by adding objects that use the atlases that you need, unless you are doing that already of course.

7
NGUI 3 Support / Re: Prefab labels don't appear
« on: September 08, 2013, 10:46:27 PM »
Two things to check.

- In the Inspector window, is the Layer settings the same as the area you are creating it in?

- Are you positioning this label using transform.Position instead of transform.localPosition?

8
NGUI 3 Support / Re: Big bug with iOS and keyboard (UIInput)
« on: September 05, 2013, 03:12:44 AM »
But did you check the example source code like I asked, just to be sure?

I have no idea what you trying to do in your code, it might be a bug in what you are doing. But if you are sure it is nothing you are doing wrong, what I suggest you do is create a separate UIText window and then debug to the screen of the Android around where you are doing all your UI Stuff to see if there is anything suspicious. If the debug window stops working, it might give you a hint to where things are getting stuck.

That is what I would do anyway.

9
NGUI 3 Support / Re: Adjusting UI for sequential images
« on: September 05, 2013, 03:07:40 AM »
Sounds like what you are trying can be done in NGUI.
Although it's tough imaging the scrooling speeds just from observing a picture.

10
NGUI 3 Support / Re: Enable/disable Panels
« on: September 05, 2013, 03:05:42 AM »
Where are you destroying objects? Seems like you have a separate issue to fix first, or wait until what you're trying to delete has executed and started before you start touching the panels.

11
This is down to the camera type. Unity doesn't seem to be able to cope with long billboarded objects with textures all intermingling. There isn't really much you can do about that, unless you put larger distances between all your objects in the Z axis.

As long as everything looks find in your Game window, there is nothing to worry about.

12
NGUI 3 Support / Re: Enable/disable Panels
« on: September 04, 2013, 09:30:47 PM »
How about?

panel1.gameObject.SetActiveRecursively(false);

13
Well I explained to you about scaling in my previous post, did you read it?

Anyway, after looking at your attached screenshot, I don't see what the problem is exactly.

In

"After :(("

I can't clearly see what is wrong, but in

"........ :("

you have folders popping out of your window size, and also at different spacing. Is that the "scale" problem you are talking about?

14
There are lots of tutorials and examples with NGUI. But there isn't a solution for everything.

If you are looking for links and thread, check out all the stickies.

15
NGUI 3 Support / Re: Timeline style Tween control
« on: September 04, 2013, 03:01:00 AM »
If you use GetComponent<TweenAlpha>() etc on the object that has the tween, you can adjust any of the variables in the inspector from your source code. So yes, it is possible.

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