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.

Messages - vexe

Pages: 1 ... 3 4 [5] 6 7 ... 11
I've seen the upgrading videos. But in my case, everything is so screwed up I can't do a thing :(

Look at my inspector and atlas maker in the attachment, this happened immediately after I tried to use my UI atlas, that I had created previously. Is there a problem doing that? Atlases are now somehow different? I still have the atlas material and texture intact though... not sure what I can do with it now, maybe create a new atlas, with the material? how? but now I can't since I don't even have the atlas maker working...

Now I can't even undo this screwed up inspector and atlas maker, please help.


[EDIT]: seems like if I restart Unity, the inspector and atlas maker goes back live (AS LONG AS I DON'T SELECT THE OLD ATLAS AGAIN). But still, how can I use my old atlas? do I have to extract the sprites, and then add them again one by one? can't I just reuse my old stuff?

[EDIT]: I tried creating a new atlas, and specifying my old material, now when I tell a widget to use the atlas, it says there's no sprites found :(

Thanks again!

Thanks for your reply. But if I don't include NGUI, how will my asset work? The asset, say an inventory system package, or an RPG starter kit, etc will have the code with it available to the consumers, so...

NGUI 3 Support / Can I sell an asset, that I made with the non-free NGUI?
« on: October 20, 2013, 05:04:20 AM »
Hi, I just saw this asset here
If you flip through the images, you'll see that NGUI is being used. Now the question is, am I allowed, to use my (paid) NGUI version, to create assets/packages, etc, and then sell them? My guess is, that I can't, but I'm just wondering what that guy did, to get his asset online with NGUI, could it be that he's using the free version? but I don't see any watermarks, that's why I'm asking...

And if I can't, what if I encrypted the NGUI folder/files in someway? and only unencrypt, when the code needs to access something? Idk, just guessing...

Thanks for any info.

Haha, OK, I'm just used to Unity Questions style of inserting, you just click insert and upload your image :3

Thanks I will check it out.

I actually meant inserting it locally from your own hdd, that's when those tags let me down.

Added to my question. Ahhh could you please tell me how to fu**** insert an image other than inserting it in the attachments?? how do you use those frekin [img] tags?? >_<

And you're right, Unity did mess up the settings, I changed the filter option back to Trilinear and now it's better, but still not perfect, anything else I should do?

NGUI 3 Support / CLASSICAL Resident evil "Turn page" effect for UILable?
« on: September 25, 2013, 08:45:24 AM »
So, I'm really happy with the Typewriter effect, now I'm looking for a "turn page" effect, just like here:

I'm working on a text-viewer for my file manager, where you could seek through pages and text files within the current folders, when I turn pages I want to have that rolling/turn page effect as in RE, how can I do it? - Thanks.

I just added a new atlas when I noticed the quality of my UI atlas has drastically dropped! (See the rough edges in the attachment) This is really frustrating, this is the 2nd time it happens.

Any idea how to fix this? what's the cause of this? and how to prevent this from happening in the future?

-- Thanks.

NGUI 3 Support / Re: Something wrong with these FadeIn/Out methods?
« on: September 25, 2013, 01:36:23 AM »
OK thanks I fixed I used a combination of both the methods.

I know you've mentioned this somewhere but I can't remember where, why doesn't a UITexture change its alpha?

NGUI 3 Support / Re: Something wrong with these FadeIn/Out methods?
« on: September 25, 2013, 01:12:19 AM »
Thanks a bunch. Ahh, I totally forgot about panels' alpha property. I just tried it out, it seems that it doesn't affect children panels.

So I guess I have to do this?

  1. var panels = GetComponentsInChildren<UIPanel>();
  2. foreach (var p in panels)
  3.     // tweak p.alpha...

NGUI 3 Support / [SOLVED] Something wrong with these FadeIn/Out methods?
« on: September 24, 2013, 11:05:28 AM »
I wrote a method to animate a panel's widgets alpha:

  1.         public static UITweener AnimateAlpha(UIPanel panel, float animTime, float from, float to)
  2.         {
  3.                 int len = panel.widgets.size;
  4.                 if (len > 0)
  5.                 {
  6.                         for (int i = 0; i < len-1; i++)
  7.                         {
  8.                                 var w = panel.widgets[i];
  9.                                 TweenAlpha.Begin(w.gameObject, animTime, to);
  10.                         }
  11.                         return TweenAlpha.Begin(panel.widgets[panel.widgets.size - 1].gameObject, animTime, to);
  12.                 }
  13.                 return null;
  14.         }

And this (which I give it something like myPanel.GetComponentsInChildren<UIPanel>() just to go recursively down):

  1.         public static UITweener AnimateAlpha(UIPanel[] panels, float animTime, float from, float to)
  2.         {
  3.                 int len = panels.Length;
  4.                 if (len > 0)
  5.                 {
  6.                         for (int i = 0; i < len - 1; i++)
  7.                         {
  8.                                 var panel = panels[i];
  9.                                 AnimateAlpha(panel, animTime, @from, to);
  10.                         }
  11.                         return AnimateAlpha(panels[panels.Length - 1], animTime, @from, to);
  12.                 }
  13.                 return null;
  14.         }

I use it like this:

  1.         private void FadeIn()
  2.         {
  3.                 float from = 0.01f, to = 1f;
  4.                 inventoryPanel.gameObject.SetActive(true);
  5.                 UIWidget.AnimateAlpha(inventoryPanel.GetComponentsInChildren<UIPanel>(), animTime, from, to);
  6.         }
  7.         private void FadeOut()
  8.         {
  9.                 float from = 1f, to = 0.01f;
  10.                 UIWidget.AnimateAlpha(inventoryPanel.GetComponentsInChildren<UIPanel>(), animTime, from, to).onFinished += OnFadeOutFinished;
  11.         }
  13.         private void OnFadeOutFinished(UITweener tweener)
  14.         {
  15.                 inventoryPanel.gameObject.SetActive(false);
  16.         }

Now it works well when fading out, however when fading in things go a little bit funky, and strange, the panel gets active, I see the widgets alpha at full, but I don't see them. They become visible only when I hover over them (See attachment)

Any idea what's going on? - Is there a better way to fade in/out?


I wanna be able to know if I was using the right or left mouse button when I'm done dragging an item (dropping it), how can I do that? (in other words I wanna know if I was using the right/left mouse button to drag)

currentTouchID doesn't work I guess...

any ideas? - Thanks a lot.

NGUI 3 Support / Extract sprites from existing atlas?
« on: September 16, 2013, 03:29:20 AM »
I'm making separate atlases for my game. I'm intending to make a "UI" atlas, that stores all the sprites I need for buttons, glow, highlights etc. The ones I like the most were in the "Wooden" atlas, I also like some other from other atlases. How can I extract the ones I want? if that's possible.

To recap: I have different atlases, I want to extract some of their content (ones I like) and combine into one atlas.


Pages: 1 ... 3 4 [5] 6 7 ... 11