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Messages - ENAY

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76
NGUI 3 Support / Re: NGUI Performance questions
« on: August 13, 2012, 11:14:38 PM »
Simon129, can you explain to me that works?

So you only have enough items to fill the window and as you drag, you simply scroll all the contents of the viewable by 1?
The shift and unshift part, you move the outside of the drag area?
eg I have items scrolling in the X direction, so I should move all the items outside of the area each side by say about 500 (or a huge number) in the Y direction and then just put them to 0 in the Y direction when they are viewable inside the panel?

Not quite sure I understand your explanation. Sorry about that :(

By the way, instantiate is very slow isn't it. What I have been doing is creating 100 items, and then just deleting the objects I don't need. Deleting items is incredibly fast and it seems better doing that than instantiating at all.

77
NGUI 3 Support / Re: NGUI Performance questions
« on: August 12, 2012, 02:12:25 PM »
> How about giving option to use dynamic batching?

Well, I suppose a nice feature is Arenmook has time but right now I think Static batching is much better when you get used to it, so I don't need it. For now dude, you just have to pull your finger out and cleverly design your GUI instead of moaning about it here.

78
NGUI 3 Support / Re: Cropping and Offset of Simple Texture
« on: August 12, 2012, 03:52:49 AM »
Putting it in a Panel will sadly create an extra draw call for you.

What I did was create a tiledsprite and set the parameters to less than the sprite's size to create clipping. Not sure if that will work for you, but it worked for me. :)

79
NGUI 3 Support / Re: NGUI Performance questions
« on: August 12, 2012, 03:28:41 AM »
That would make sense.

I just came across a very annoying problem, which I thought was a bug, but isn't.

If you have a UIPanel set to static, if you move things around in the editor even without compiling, nothing moves unless you click on Apply or hit CTRL+S. Has been driving me bonkers for the past few hours. I rebooted and nothing happens.

So anyway, yes, it is practically impossible to edit your menus when the UIPanel is set to static.

80
NGUI 3 Support / Re: Double fingered pinch, stretch and zoom?
« on: August 11, 2012, 11:41:15 PM »
Thanks for the link, sorry that I forgot to post and say thanks.

81
NGUI 3 Support / Re: NGUI Performance questions
« on: August 11, 2012, 11:29:13 PM »
Hi guys, thanks for all the tips :)

Ryan,

As I am aware, a UIPanel takes a separate geometry and Drawcall so having multiple inside a panel is going to make things slower.

My UIDraggablePanel, I am using basically the same setup as the NGUI example, just moving the panel and not the objects.

By the way, if you have a UIPanel inside a UIPanel and either one is marked static or static, what actually happens?
I am presuming the most parented UIPanel option cancels out everything else. The only thing that could explain my slowdown is that my draggablepanel is inside a UIPanel already, although only the second UIPanel is draggable.

82
NGUI 3 Support / NGUI Performance questions
« on: August 10, 2012, 11:19:10 PM »
Ok Arenmook (and everyone else who is reading) :)

Been using NGUI for a fair while now, I have some questions about NGUI/Unity that I have been mulling over for a while, just wondering if anyone else has had any experiences like me.

(1) Whether or not it is me I don't know, but I find draggable panels to be pretty slow on iPhone4. Everything else, iPad2, iPhone3, iPhone4s seems to be ok. But just having one draggable panel, and especially 2 on the iPhone4. If that is all I have in my scene, there is a significant performance hit. Just wondering if it something I am doing wrong. But from my experience it is slow. Maybe an issue with shaders? I heard the fillrate of the iPhone4 is particular poor.

(2) Each Menu you create starts off with the Object name, then a Camera, Panel, Anchor etc, and from inside there you can create your own menu system. My question is about cameras.
If I say had a title_Screen menu system all contained within one object, that uses one camera. Is there going to be a performance hit if I have say a separate asset for ingame_menu and then chatwindow_menu?

Having 3 or 4 cameras is surely going to be a performance hit? Then again I don't really know too well how Unity works, if I have multiple cameras, surely each is just going to be called separately and is not really much different to adding an extra draw call, especially if each camera is rendering a separate layer.

Or am I wrong? I just don't know.

(3) UIDraggablePanel

The DraggablePanel works by having all the items in the draggable panel present and as you drab the panel they pop in and out of view. By my thinking, if I have 10 or 1000, if only 10 are shown in the window at any one time then surely there is no performance by having 1000? Problem is, deleting objects and creating them on the fly is surely going to bad for garbage collection. My question is basically, if I create 100 objects as my max and even if I am only using about 10 or so at a time on screen, is there a performance hit for having so many in the panel. This is of course in relation to UIDraggablePanel seemingly being quite slow on the iPhone4.

Thanks for reading :)

83
NGUI 3 Support / Double fingered pinch, stretch and zoom?
« on: August 09, 2012, 03:49:12 AM »
Not sure if this has been asked before, but does NGUI have a pinch function? There are lots of clicks, double clicks, swipes etc but I am almost certain that there is no pinch function in NGUI.

Just thought I would check though. :)

84
NGUI 3 Support / Re: NGUI as a particle engine?
« on: August 09, 2012, 03:47:08 AM »
That is an incredible wide question as there are many ways to make particles. The Unity particle system requires a drawcall per particle but remember those are contained within the scene's 3D space.
Making one in NGUI would just put a particle system that goes over the top of your game and I would make one by writing all the code and then just grabbing the particular particle's image from an atlas and keeping track of your world coordinates manually within the same class (in 2D)

If you have no idea what I am talking about then you are probably better off just using Unity's particle system since it is a lot easier to do.

Unless anyone else has any other better ideas. But from your post you said "setup particle systems" and not "write" so I presume you are looking for a NGUI particle system solution which as far as I know, there isn't one.

85
NGUI 3 Support / Re: NGUI built in Keyboard?
« on: August 05, 2012, 11:10:23 PM »
You don't know? didn't you write NGUI?  ;D

Anyway, time to write something myself.

86
NGUI 3 Support / NGUI built in Keyboard?
« on: August 05, 2012, 10:22:12 PM »
Before I go out and make a 50 button menu to resemble a keyboard, just wanted to make sure that there isn't already an NGUI keyboard library?

87
NGUI 3 Support / Re: BUG REPORT: Example 9
« on: July 16, 2012, 06:05:01 AM »
> I tried to click it for about 10 minutes

I would have been impressed with constant clicking for 10 seconds, but 10 minutes?  :o

88
NGUI 3 Support / Re: UICamera.selectedObject one frame behind
« on: July 14, 2012, 11:24:44 PM »
joreldraw!

You sir, are the man!  8)

Thanks for that.

89
NGUI 3 Support / Re: UICamera.selectedObject one frame behind
« on: July 13, 2012, 05:08:01 AM »
I tried that before I posted and all I got was RayCast Hit all the time.

90
NGUI 3 Support / UICamera.selectedObject one frame behind
« on: July 13, 2012, 02:54:13 AM »
Ok, I am using UICamera.selectedObject. After a button click I Debug.Log to see what is in the message and annoyingly it is always the previous message. So if I click on Button6 and then Button2, it will return Button6 instead of Button2.
Maybe I have my update in the wrong place. I am checking for button presses using onPress, does that mean I can't get the selectedObject until I release the button? (I want to have the result as soon as I press the button)

Any ideas?

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