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Topics - nah0y

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31
NGUI 3 Support / "Issue" with Atlas Maker
« on: December 21, 2012, 06:18:46 AM »
The Atlas Maker works by selecting a sprite and it appears as "Add" or "Update" in the atlas maker.

But it also works when selecting a scene... so if we have an Atlas Maker window opened and click on a scene, well it scans everything in the scene and if you have a large scene it can take some time... maybe there's a way to prevent this ? Like ignore things if they're something different than textures, or at least a scene.

32
NGUI 3 Support / Unity 3.5.6 support
« on: November 28, 2012, 06:41:52 AM »
Hi Aren,

Will you still support Unity 3.5.6 ? I mean, new updates will absolutely need to be on Unity 4.0 (or 4.1) ?

Thanks.

33
NGUI 3 Support / Atlas modification outside Unity
« on: November 22, 2012, 02:24:18 PM »
Hello,

Is it safe to open the generated Atlas in Photoshop, modify some things, like adding a shadow to everything etc...

Let's say I've added a stroke of 3px around every sprites on the atlas (not considering the rendering issues were stroke will be cut).
What happen if I then add another sprite ? or delete one ?

As you're not recreating the entire atlas, is this an issue ?

34
NGUI 3 Support / UITexture keeping reference of the texture
« on: November 22, 2012, 11:53:02 AM »
Hi Aren,

Is is really needed that UITexture keeps a serialized Texture field ?
I'd like to load the textures when I want using Resources.Load, but as they are serialized, they are loaded by Unity with the UITexture itself.

35
NGUI 3 Support / Add a Tween method to UIPanelAlpha
« on: November 20, 2012, 09:54:19 AM »
Hi there !

I suppose almost everybody use UIPanelAlpha with a script or something to decrease the alpha of a panel and not just set a hard alpha value.

So my question is, can you add a simple tweening method to this class to change the opacity from a value to another one ?

36
NGUI 3 Support / Ignore Timescale
« on: November 19, 2012, 10:50:24 AM »
Hi Aren,

Can you tell us what's the benefit of ignoring or not the timescale in the tween scripts ?

Thanks !

37
NGUI 3 Support / UITable construction "hide"
« on: November 16, 2012, 09:16:29 AM »
Hi !

Is there a way to hide everything in a UITable before the Reposition is complete for example ?
Right now, I have 2-3 frames were you can see that everything is misplaced and then perfect :(

38
NGUI 3 Support / UIPanel inside a UIDraggablePanel
« on: November 16, 2012, 08:21:21 AM »
Hi !

I'm facing an issue, I have al ist of rows inside a UIDraggablePanel (containing a UITable of rows).
If every rows of the UITable is a UIPanel, it does not get clipped by the clipping of the UIDraggablePanel, is there a reason for that ?

In fact, it's not each of my rows that are like that, but I need to display :
- a background image,
- a UITexture (over the background image)
- another final small image (over the Texture)

But it's impossible to do that without putting the small image inside a UIPanel (because the background image and the small image uses the same atlas).
So, is there a way to do that ?

Thanks !

39
NGUI 3 Support / UIPanel static
« on: November 14, 2012, 08:59:49 AM »
Hi !

I've never used so far the static boolean on a UIPanel, what is it used for exactly ?
And if I have a UIPanel that does not move, but the children inside does, can I say the panel is static ?

Thanks ;)

40
NGUI 3 Support / Color extension
« on: November 01, 2012, 09:51:23 AM »
Hi !

Just to show you a useful class that quickfingers made, it's called ColorX and it lets you specify colors from 0 to 255, so code will be more clear.

http://www.quickfingers.net/quick-bites-01-color-extensions/

Maybe you could add this to NGUI by default ? If you find it useful of course...

41
NGUI 3 Support / Improving NGUI profile interface
« on: October 18, 2012, 05:40:38 AM »
Hi !

Check out this post + video from pixelplacement : http://pixelplacement.com/2012/10/17/collider-button/

Instead of typing the name of the callWhenFinished method on Tween scripts for example, he display a list of all the function available on the eventReceiver object. That is WAY much better :p

What do you think ?

42
NGUI 3 Support / TweenScale display issue ?
« on: October 16, 2012, 02:50:37 AM »
Hi,

I'm having an issue using TweenScale. I have this hierarchy :
- TweenScale (from 0,0,0 to 1,1,1)
-- Sprite
-- Label

And if I do a tweenScale.Play(true), the animation is played, the label is ok, but the sprite is just not displayed (but is here and activated). If I just change its scale by 1px (manually in the scene) x or y, then it will get displayed (but clicking Make Pixel Perfect button does not make it appears).

Any idea ?

Thanks.

43
NGUI 3 Support / UIInput drag
« on: October 15, 2012, 05:44:29 AM »
Hi !

I've done a form with some UIInput and a draggable panel for iOS.
But every time I start to drag the panel (touching a UIInput), when I release my finder the keyboard shows up...

Is there a way to disable the UIInput when the user drag ?

Thanks !

44
NGUI 3 Support / Number of atlas in a game
« on: October 10, 2012, 09:15:40 AM »
Hi Aren,

You said here : http://www.tasharen.com/forum/index.php?topic=12.msg43#msg43 that in your game you only had a pair of 1024x1024 textures.
But we are using a LOT more than than in our 2D game. In windward for example, docks, ships, trees towers etc... are using an atlas ? And everything (with the UI) fit in only 2 atlases of 1024x1024 ?

45
NGUI 3 Support / Suggestion for UIRoot : "virtual screen size"
« on: October 04, 2012, 09:32:52 AM »
Hi,

I often need to have the "virtual screen size" of the device when I set my UIRoot to be non automatic and set it's size manually.

I'm building all my UI based on an iPad screen size, so I set the UIRoot manual height to 768.
And my screen size is then 1024x768.

If I switch to an iPhone screen size, the screen size is 960x640, but as the UIRoot is manual, the height of my UI is 768.
That also mean that the screen size 960x640 for my UI is not true, and I have to do some calculation to have the width depending on this 768 height (this is : 960x768/640 = 1152px).

Now, what I'm asking is to have two static attributes to UIRoot such as :
public static int virtualScreenWidth;
public static int virtualScreenHeight;

And in the Start or Awake of the script, just do :
virtualScreenHeight = activeHeight
virtualScreenWidth = Screen.width * pixelSizeAdjustement

So we can retrieve easily the UI screen width and height.

What do you think ?

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