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Messages - ENAY

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NGUI 3 Support / Re: Sliders, Progress Bars, and OnHover
« on: September 04, 2013, 02:58:15 AM »
> This works perfectly except the slider value can still be manipulated by mouse.

How about removing the Boxcollider from the object. Or adding a collider above that does nothing to mask out the input?

NGUI 3 Support / Re: iPhone keyboard hides NGUI input text field
« on: September 04, 2013, 02:56:54 AM »
That is similar to the approach we used. NGUI is awesome, it does so much. But it doesn't do everything.

Remember you need to do some stuff, and plan for yourself. For example, if you are planning on compiling to iPad, you can set the keyboard to appear at the left and right hand side of the screen. What happens on your software should that happen? Best to prepare for all eventualities :)

NGUI 3 Support / Re: Wii U
« on: September 04, 2013, 02:55:01 AM »
Whether it works or not, I am pretty sure ArenMook doesn't have a WiiU to test it out on.
I don't know anyone who has a license to compile to WiiU. Have you got one?

I can't see why it wouldn't sort of work. Although what happens when you use things like UIInput, is anyones guess.
If you do have a WiiU license, can you not try out the demo version on it?

NGUI 3 Support / Re: Stuff change position when I change game view aspect
« on: September 04, 2013, 02:52:11 AM »
Are you editing your program in the "Scene" window or "Game" window.

The "Scene" window is not a true representation of the the proper view. If you are having problems in your "Game" window I suspect you have all your objects at the same Z and Depth settings. If you do that, it's going to be random what appears in front of what.

> And PLZZZZZZZZZZZ Aren, make us a better documentation *___*

Judging by the tone of your post, it sounds like you might need to learn a few basics before doing something which seems as complex (well at least as you make it out to be)

Even from your post I don't really understand what you are doing, or what the solution could be. But here are a few tips

First of all read this. Sudden strange graphics and movements often from this issue:-

If you are using UIPanel scale goes from 0 to 1. So just a value of 2 will double the size of your entire list of objects.

MakePixelPerfect is the scale of your sprite. If your sprite is 256x256 and you resized it to 230x512.
Clicking the MakePixelPerfect will reset it to back to 256x256.

Anyway, I am sure someone else will make a better reply to me. But I think you need to study and play around with the tutorials some more, take your time. :)

> <Shrek cat look> :(

<Eye Of The Tiger look>

NGUI 3 Support / Re: iPhone keyboard hides NGUI input text field
« on: September 03, 2013, 03:53:03 AM »
In that link you posted, that is surely a design issue with the system and not a fault of NGUI?
Why not just add an OnClick event that scrolls the touch area up to the top half of the screen?

Stick that sprite in a separate layer, add a UIPanel to the Layer Object and then raise the UIPanel object everything else, then it will definitely be on top of everything else, albeit, an extra draw call.

NGUI 3 Support / Re: Prevent second Buttonpress
« on: August 28, 2013, 10:16:58 PM »
What Nicky said. PsuedoCode? Something like this maybe.

bool isAnimPlaying = false;

if (OnPress)
 if (!isAnimPlaying)
  isAnimPlaying = true;

 if (IsAnimFinished())
  isAnimPlaying = false

NGUI 3 Support / Correct usage of UILabel Shrink to Fit
« on: August 28, 2013, 04:16:57 AM »
I am pretty sure this is a feature rather than a bug but, but I have text, that I want to resize.

In doing so, using "Shrink to Fit" does odd things. Mostly though revolving around snapping back to the "Make Pixel-Perfect" size and auto adjusting the MaxWidth along with it.

I guess then there is no support for Shrink to Fit on using text of different sizes other than the default atlas size?

NGUI 3 Support / Re: Big bug with iOS and keyboard (UIInput)
« on: August 28, 2013, 02:02:33 AM »
Does this bug happen on the UIInput examples that came with NGUI?
I suggest you double check those examples first, just to make sure if this is a bug or not or something you have done with UIInput that currently isn't obvious to see.

Which version of Unity are you using, and which version of iOs and which version of NGUI?

NGUI 3 Support / Re: Hit order for overlapping UIs?
« on: August 26, 2013, 06:14:42 AM »
Using spheres for square objects is madness. Remember that a sphere is round and a box is flat, it is not a circle. In other words, if you have a massive object, the height also will be massive and you will need to move the second object higher than that of the width of the other object too. You might have more luck with capsule colliders, but I would stick with box, otherwise you are just asking for trouble.

NGUI 3 Support / Re: How do you stretch an UISlider?
« on: June 21, 2013, 04:37:50 AM »
Doh, that is pretty embarrassing.

I even looked through the source and saw

public Vector2 fullSize { get { return mSi.............

but since I was skimreading I didn't read any further into the line and see the "set" command. DOH! I think I need some sleep.

Cheers ArenMook. :)

Misc Archive / Re: Piracy vs Freemium. What's worse?
« on: June 21, 2013, 01:49:02 AM »
I think Freemium is bad for business. A girl who I used to work with a few years ago. She would every day download all the new free games on iOS. Didn't how matter how bad or good they were. It was free entertainment for her, she never bought anything. Now, if quality freeware didn't exist she might actually have to pay (if only a little) to play games.
Granted totally awesome games are never free, but half decent games for free, nobody can ever complain at that.

Success stories are few and far between, but do free games like Angry Birds really have to make their money just out of merchandise? Usually businesses cannot survive if their business model is making a loss, that is why they go bankrupt. Subsidised industries such as for example, farming, even if they are not profit makers, food is essential so governments have to pitch in and help to continue a service.

Making a loss on selling games and making up for it by doing other things, to me is bad and open to corruption.

It's just going to come back and bite us all in the end. I think piracy hasn't got a dent in freemium games.
Pirates were never going to buy the stuff anyway, but people who play stuff for free, they probably might have..

Misc Archive / Re: Why oh why is everyone moving to flat/metro UIs?
« on: June 21, 2013, 01:41:18 AM »
> Cripple -- you and I, outside -- at lunch time. Fight to the death!

ArenMook in "cripple fight" shocker. I was not expecting that when I opened this thread.

Anyway yeah, I also don't like the metro UIs. They are horrible.

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