Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - humaliens

Pages: [1]
I read to try to delete the Unity Library folder - tried this didn't help. Would upgrading to pro fix this type of issue. I have over 300 script calls on buttons in our project and it's a long process to have to go back and drag an drop all these again.

Let me know if there's something I'm doing wrong on upgrading.

Using the normal method as always:

1) Create new scene
2) Delete NGUI Folder
3) Update and Import NGUI 3 from Asset Store
4) Double click 3.0 package - all this works fine

references on buttons and other objects missing scripts


NGUI 3 Support / Is NGUI 3.0e Standard downloadable from Asset store
« on: September 26, 2013, 04:00:31 PM »
I keep getting 3.6.3 that shows on import. When I click Update I get "Waiting for Server" message every time. Can't seem to get this to show 3.0

any advice is appreciated to get the latest version.


NGUI 3 Support / Dynamic fonts not showing fonts list in FontMaker for me
« on: September 06, 2013, 12:56:04 AM »
Maybe I'm missing something - but I actually earlier made several fonts using Dynamic option in Fontmaker. Worked easily. Now I go back to it days later and choosing Dynamic - I get no FONT LIST or selector for any fonts. Here's what the FONTMAKER SHOWS:

Font TTF - NONE (FONT) - with no option to select another - AM I MISSING SOMETHING HERE - how do you select a new font to create then?
Font Size and BOLD etc option

I'm running UNITY PRO 4.1 and a purchased copy of NGUI (the latest) - and I already created some dynamic fonts but now I can't select any. I've tried rebooting - and importing NGUI and opened a new scene and still no FONTS to select - just NONE (FONT) showing.

Windows 7 x64 etc.

Any other clues. I'm updating to Unity 4.2 to see if this fixes this.


I have an Atlas with a bunch of pngs as sprites. They are all different sizes some are with transparency. When I created the ATlas I used the default padding of 1 pixel between sprites. But I turned off the trim alpha setting.

Well just wondering if my buttons have to have even number dimensions are not when creating my Atlas. But some are even numbered and they still have this 1px black border that shows. I'd like to get rid of these vertical artifact borders on my buttons.

Any help is appreciated.


Just wondering why this is happening. I can manually change them once the widget is created but right now when I create an Image Button and it's parent is a Panel I'm getting the wrong assigned images that I select from the Atlas sprites.

Any help is appreciated.

Pages: [1]