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Messages - nah0y

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No problem,
But just for info, it's not with the platform WP8 or something like that.
It's really just a Standalone Windows build, so no #if UNITY_WP8 or UNITY_METRO etc... :)

That's strange. What if you change it to be "yield return null;" instead?

Changing it to yield return null does not work.
What I've done is comment yield return new WaitForEndOfFrame and I call yield return null at the very end of the method.

Found the issue to gain focus!

It's in your coroutine ChangeSelection, I don't why, but it's the fact that you're doing "yield return new WaitForEndOfFrame();", by removing this, I have the focus and everything is working.
I just need to add a bit of custom code to launch the virtual keyboard on the Surface Pro, that is:
  1. System.Diagnostics.Process keyboardProcess = new System.Diagnostics.Process();
  2. keyboardProcess.StartInfo = new System.Diagnostics.ProcessStartInfo(@"C:\Program Files\Common Files\Microsoft Shared\ink\TabTip.exe");
  3. keyboardProcess.Start();

And because I have the focus, everything is working fine, typing, selecting, deleting text etc...

Hi again,

I'm debugging things right now.
The solution I will use (and is working with Unity new UI) only need one thing, it's the focus on the input field. I will show the virtual keyboard myself.

The thing is... the focus is not working when I touch the screen with my finger (but is working with the mouse). I'm trying to understand why but I have some difficulties.

I'm down to the UICamera.cs script, in the coroutine ChangeSelection.

Do you have any idea of what is causing this?

Hey pdelaossa,

Your hack absolutely does not work on a Surface Pro.
With the Surface Pro, there is just no possible use of the TouchScreenKeyboard (it seems). I've tried TouchScreenKeyboard.isSupported with Unity 4.6 and it returns false on a Surface Pro... that means what it means right? Not touchscreen support from Unity on this device.

Did your hack really work on a Surface Pro? The keyboard really show up?

Also #if UNITY_METRO does not work on the SurfacePro...
Are you building with Standalone?

Same thing for me using 4.6.
Absolutely not showing the keyboard on a Surface Pro device :(


Will try when I can!

You mean that using Unity 4.6 with the current version of NGUI works?

Thanks :)

Will try to look into that, but there is a lot of code and I don't know what is the correct following of events etc...
Also hard to work directly on the SP2 that is really slow etc...

I'll let you know!

I have the exact same problem here :/

Do you have something you can point us to? Like what part of the code we need to update or look at?
The thing is that TouchScreenKeyboard is not usable on a build for Standalone, so what are you using instead to display the keyboard?

I'll try to spend 1-2 day on this to have a fix, but don't really know where to start or even what method to call to show the keyboard on this platform (Surface Pro 2).


NGUI 3 Support / Toggle state sent at Start
« on: November 07, 2014, 06:24:08 AM »
Long time no see :)

In the UIToggle script, whenever the GameObject containing the UIToggle is activated for the first time, it will directly send the onToggleChange event, even if we did not click on the toggle.
This is great for some purpose, so that you can initialize your UI directly depending on the state etc...

But imagine that you're doing complex operations when you change a toggle, and you do not want anything to be done at Start. You only want to activate something when the user click on a toggle, not when the toggle become visible... there is no way to do that.
Well yes, I could in my own onToggleChange callback, do a boolean check to see if it's the first time it's going in this method, but if I have 50 toggles, I need 50 different booleans to manage that...

The only option I found, is to modify the UIToggle script, just doing this in the Set() method:

  1. if (EventDelegate.IsValid(onChange))
  2. {
  3.    if (!m_isFirstTimeSendingEvent)
  4.    {
  5.       EventDelegate.Execute(onChange);
  6.    }
  9.    m_isFirstTimeSendingEvent = false;
  10. }

The thing is, next time I update NGUI... my code will be removed.
Do you have a solution for this?


TNet 3 Support / Re: Performance
« on: September 18, 2014, 02:40:20 AM »
Nice! Thanks :)

TNet 3 Support / Re: Performance
« on: September 17, 2014, 02:12:50 AM »
Hum... you mean having the renderer as a child of the rigidbody and using something like your SpringTransform script?
(In example 2 I don't see any trail)

TNet 3 Support / Re: OnPlayerSync not working?
« on: September 16, 2014, 10:01:45 AM »
Perfect :)

TNet 3 Support / Re: OnPlayerSync not working?
« on: September 15, 2014, 06:08:55 AM »

Thanks for the explanation of this post (didn't had the chance to spend time on time since you answered...), but I just saw you updated TNet with :- NEW: TNManager.onPlayerSync and TNManager.SyncPlayerData().

Does this mean you added what I wanted? :)
If yes, why did you changed your mind?

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