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Messages - Ferazel

Pages: 1 ... 8 9 [10]
136
NGUI 3 Support / Re: UIDraggablePanel Deadspace
« on: May 24, 2012, 12:07:27 PM »
I will answer my own question, but I'd like to see if maybe this could be implemented into the full release.
I added a new float to the UICamera called scrollDeadSpace (in my application I set this to 15).

Then in the UICamera ProcessTouch() I added the following conditional
  1. if(currentTouch.totalDelta.magnitude > scrollDeadSpace) {
  2.       currentTouch.pressed.SendMessage("OnDrag", currentTouch.delta, SendMessageOptions.DontRequireReceiver);
  3. }
  4.  

Hopefully, this can be put into the main build and it doesn't cause any significant issues, but so far so good.

137
NGUI 3 Support / UIDraggablePanel Deadspace
« on: May 24, 2012, 11:07:41 AM »
I'm looking for some recommendations on how to implement a "drag dead space" for the UIDraggablePanel. I have received feedback that the the list of checkboxes that I have is too sensitive for when you are selecting the items in the list. The drag event will fire too soon on the widget and it will start scrolling when all that was desired was a tap functionality. Is there a good way to implement this either in the UICamera or the UIDraggablePanel and turn it on or off?

Thanks!

138
NGUI 3 Support / Re: Strange UIDragPanel issue with dynamic buttons
« on: May 21, 2012, 12:22:42 PM »
Sound like the drag area that you assigned to the drag panel is moving with the dragging. You need to have the drag BG (the area behind the buttons if none exist) outside of the drag panel's children. Do your buttons have UIDragPanelContent components attached? Are the button's colliders setup properly and in the correct Z space.

139
NGUI 3 Support / Re: UILabel alpha performance hit
« on: May 21, 2012, 12:01:31 PM »
I just want to say that having a font that isn't alpha blended is not really a solution. Fonts that don't use transparency look awful.

If ArenMook is right and that it is a fill rate problem, decreasing the area of the screen where the font is visible can help.

However, if that if you are truly CPU limited and the profiler is correct, my recommendation would be to try to split up the text into multiple text components. Then only perform the LERP on the UILabels that are visible and disable the other ones. My feeling without much investigation is that performing a lerp on all of those vertices is causing a performance overhead as they are all getting marked dirty as the lerp progresses.

140
NGUI 3 Support / Re: Need help with tweens
« on: May 18, 2012, 03:18:35 PM »
Instead of making a billion TweenPosition components for all of the animations that you want, I would recommend having 1 tween object and setting the start/end positions procedurally. Then you can determine what positions you want each panel to start from and end. This code snippet has worked for me. Obviously, pick a XY position that is going to work for your menu.

  1. tweenPositionPanel1.from = new Vector3(300.0f, 0.0f, 0.0f);
  2. tweenPositionPanel1.to = new Vector3(0.0f, 0.0f, 0.0f);
  3. tweenPositionPanel1.Reset();
  4. tweenPositionPanel1.enabled = true;
  5.  
  6. tweenPositionPanel2.from = new Vector3(0.0f, 0.0f, 0.0f);
  7. tweenPositionPanel2.to = new Vector3(-300.0f, 0.0f, 0.0f);
  8. tweenPositionPanel2.Reset();
  9. tweenPositionPanel2.enabled = true;
  10.  

141
NGUI 3 Support / Re: Change Color Tint of UILabel?
« on: May 18, 2012, 03:11:30 PM »

142
NGUI 3 Support / Re: Simple Score
« on: May 18, 2012, 02:10:01 PM »
Cybrknight - From what I understand a UIPanel is an area of UI elements that are rendered together. UIPanel allows for areas of UI to be clipped to areas and other spiffy functionality. You can definitely use a NGUI AnchorPoint/Panel/UILabel to render a score item or an item that changes frequently. Just if it is a part of an area that needs to have recalculated bounds or something with a changing value there may be overhead with that if there are a lot of other items on the same panel as the label.

143
You can use a different material/shader that uses a color component, but the same texture. This will then allow you to change the tint color of all of the elements that use that material at runtime by just changing that one material's color component. Having another material will cause your draw calls to increase if you have UIPanels that use multiple materials.

144
NGUI 3 Support / Re: SetActive does not work
« on: May 18, 2012, 01:41:00 PM »
Could we see how the game objects are setup in the hierarchy view?

145
NGUI 3 Support / Re: NGUI: Packed Font (Video Tutorial)
« on: May 18, 2012, 12:18:50 PM »
I'm sorry to beat a dead horse (such an awful expression). I just was thinking about this, and trying to think of a solution. If transparency is desired could there be an option to maybe make the vertex color space to be 7-bit instead of 8-bit allowing you to use one bit of each color channel to represent which channel the character is located in? I figure this would allow us to keep transparency while keeping a very close representation of the vertex color. Maybe something to consider for a future upgrade. Thanks for your time.


146
NGUI 3 Support / Re: NGUI: Packed Font (Video Tutorial)
« on: May 17, 2012, 06:04:23 PM »
Feature Request: Since it already is a separate shader, could you send the specific color data using a second set of UV coordinates instead of the alpha component of the vertex color? Maybe make it an option if users want a shader that is faster. I just think it's a shame to lose some functionality there especially since another draw call is required.

147
NGUI 3 Support / Re: NGUI: Packed Font (Video Tutorial)
« on: May 17, 2012, 11:31:47 AM »
I think this feature is awesome. However, could you educate me on why the vertex color alpha blending won't work with the shader? From my level of understanding couldn't you use the vertex color alpha information to multiply into the final fragment color? 

148
NGUI 3 Support / Re: UIInput and emoticons
« on: May 16, 2012, 03:24:09 PM »
Sorry didn't mean to offend, just sounded like it people felt it was an error instead of a feature.  ;D

149
NGUI 3 Support / Re: UIInput and emoticons
« on: May 16, 2012, 11:55:16 AM »
Can we have an option to vertex color the symbols? Not all symbols are going to be emoticons that already have RGB values. Graphics and other symbols that need to be embedded into text labels may need to be colored or highlighted. It seems like you're limiting functionality instead of improving it with that change. Can't you just tag the colors to be [FFFFFF] if you don't want to have your symbols colored?

150
NGUI 3 Support / Re: NGUI: Symbols & Emoticons (Video tutorial)
« on: May 16, 2012, 11:00:17 AM »
Cool, thanks for posting the tutorial video. I think this is a great start!

Feature Request: Although I can't help but think that there are too many manual steps. Could you make it so that the Font creator works similarly to the Atlas creator and then you can add/update images to the font it will add/resize these images to the atlas and update the text file?

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