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Messages - ENAY

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NGUI 3 Support / Re: Straight Lines?
« on: September 03, 2012, 08:14:32 AM »
Ok, so you mean (for example) a sprite with just a pixel in each corner and the rest blank?

And when I mean straight line, it has to go diagonally, not just a straight line only in x or y.

My idea was simply to just have a one pixel sprite, stretch it in one axis and then rotate it accordingly. Although I can imagine that killing the fill rate though.

NGUI 3 Support / Straight Lines?
« on: September 03, 2012, 04:35:00 AM »
Probably a long shot, but it is possible to render straight lines using NGUI?

Basically I want to draw some lines between boxes, as if I was in Excel doing a diagram.
I am almost certain this is a no, but I just thought I would check anyway :)

NGUI 3 Support / Re: Best practices?
« on: August 30, 2012, 07:28:09 AM »
Unless you manually want to hardcode your prefabs, there is nothing stopping you preparing them in the Atlas before hand. Problem is, it is a pain changing the atlases later as you have to do each one by hand.
The examples have everything created in runtime as that is basically the entire program. In a real game of course you will stagger your Instantiates across your program when you need them to make the load time less noticable.

Depends on your game/program though to decide your best needs.

NGUI 3 Support / Re: Disable Tweencolor on UIButton
« on: August 30, 2012, 07:25:06 AM »
I've noticed this too. Sometimes I just want to attach UIButton to use the features inside the UIButton class. But the UIButton script seems to always need a colour to tween, which is annoying having to put up with the warnings each time when your button doesn't have an object with colours in it.

NGUI 3 Support / Feature Request : Pixel Perfect TweenPosition
« on: August 30, 2012, 07:23:10 AM »
When you have pixel perfect buttons (or items in general) and attach a UIButtonOffset, all the gfx go a bit blurry.

I've tinkered with the tween code and basically put an Int modifer on the vector before setting it.


Vector = new Vector3( (int)Vector.transform.Local.Position.x, (int)Vector.transform.Local.Position.y, (int)Vector.transform.Local.Position.z);

Perhaps there should be a option, so float values or int values are used in the tween.

PixelPerfect Move []

For certain, the smoothness is ever so slightly jerky, but now the gfx don't go blurry. Same goes for UIButtonScale.

NGUI 3 Support / Re: Get UILabel size?
« on: August 26, 2012, 07:28:05 AM »
As ever, cheers for that Arenmook. I will look into later. :)

Shortly after posting I figured out that if I just made the text object as big as the panel window and then made it massive (2000 in Y size) it didn't matter how big or small the object was because the Draggable Panel clips within the objects size automatically and not how big its collider is.

NGUI 3 Support / Get UILabel size?
« on: August 26, 2012, 01:52:01 AM »
If there a way to get the size of a UILabel's mesh?

I have a UILabel inside a Draggable Panel and I want to find out the size (height) so I adjust its box collider values accordingly to whatever size it is.

NGUI 3 Support / Re: UILocalize's UpdateText gone?
« on: August 23, 2012, 08:14:16 AM »
Thanks :)

NGUI 3 Support / UILocalize's UpdateText gone?
« on: August 23, 2012, 07:53:31 AM »
On some old code, I was changing the text of a Label by changing its keycode.

Prologue_Text_Slider.GetComponentInChildren<UILocalize>().key = key_name;

However the text did not actually update until I called this:-


Unfortunately after updating NGUI, this UpdateText function is now gone, deleting this line means now the text no longer changes. Has this function been changed to something else?

NGUI 3 Support / Re: How to, two Draggable Panels Next to each other?
« on: August 23, 2012, 07:37:31 AM »
Exactly. I wanted to position them diagonally to each other to avoid this issue. But then the designer will complain that I am not following the design document.

On another menu he already wants to me to make a DraggablePanel that when held down on a card allows me to drag it into another DraggablePanel. That Panel also needs single and double taps registering too. So 4 functions needed, all on a tiny iPhone screen. But that's a different story.

NGUI 3 Support / How to, two Draggable Panels Next to each other?
« on: August 23, 2012, 02:09:49 AM »
When you use a Draggable Panel, the items outside the panel are still there, to avoid clicking on them you have a collider each side (as in the tutorial) to mask these areas so you don't click on them.

Right now I have two horizontal slider panels but they are positioned right next to each other so the off panel objects are interfering with the neighbouring panel. And Vice Versa.

Any tips on how to get around this? What I am planning on doing is making it so any objects that appear outside of the panel are disabled / moved a large distance in the Z direction. That should work, but just wondering if there is any other method, a better method.

Has anyone else come across this problem yet?

NGUI 3 Support / Getting 3D Objects to appear in front of NGUI?
« on: August 17, 2012, 02:32:32 AM »
I have my character select done, what I want to do is have the 3D mesh of the character appear on the menu and spin around. Now I have spawned the 3D Character into the scene, but I can't figure out how to do this.

I know that NGUI is rendered to a different layer, I probably need to use a separate camera or something, but I have no idea where to start. I wish I understood Unity better.

NGUI 3 Support / Re: Best way of swapping a texture / atlas?
« on: August 17, 2012, 02:29:47 AM »
Cheers ArenMook :)

NGUI 3 Support / Best way of swapping a texture / atlas?
« on: August 16, 2012, 01:59:27 AM »
I have a menu that will be simply a slideshow, using full screen images.

Up till now I have been creating my objects and everything by creating an atlas and then using them ingame.

But what I want to do is to be able to load a fullscreen image, free it and then load the next page.
Not sure how to do this yet in NGUI. Is it easily possible and if so, is it slow? Maybe I should load all my pages at once and then delete them after I have finished.

Am looking at UITexture at the moment.

If anybody has any tips. I would be most grateful :)

NGUI 3 Support / Re: OnClick seems offset from colliders
« on: August 16, 2012, 01:56:34 AM »
Join the club, I often solve my problems straight away after posting here :)

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