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Topics - nah0y

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Hello !

Just curious, what is copy/paste in the atlas inspector ??

Thanks ;)

NGUI 3 Support / Creating HD/SD Atlas from the same sprites
« on: September 21, 2012, 09:07:39 AM »
Hi there !

It's not a question about how do you do to manage HD and SD.

In my project, I have all my HD sprites ready, and my HD atlases too. Now I want to make SD atlases based on the existing sprites. I don't want to manually go and clone the sprites at 50% of their sizes and then recreate the atlases.

Is there an easy way to do this ? For example, can I just take my HD atlas and clone it to 50% in photoshop ?


NGUI 3 Support / Share atlas between NGUI && ex2D ?
« on: August 24, 2012, 05:22:19 AM »
Our game is made using ex2D and we're using NGUi for everything UI related... so now I have to figure out a way to share an atlas (or at least some sprites) between ex2D and NGUi, so I don't have to use twice the memory... do you have an idea with that ?

NGUI 3 Support / Unity4 fonts
« on: August 24, 2012, 03:12:48 AM »

Now that Unity4 is out in beta, are you planning to take a look at the new awesome font system they're using and maybe add it to use in NGUI ?


NGUI 3 Support / "Disable" pixel perfect
« on: August 22, 2012, 05:09:46 AM »
Hi !

In our game, we have a hero and users can buy some outfits for the hero. Those 2 resources (both the hero and the outfits) need to appear in the game and in the shop menu.

In the game, the hero is 200x200px while in the shop, it should be 500x500px for example.
The problem is that we can't afford to have twice the resources (one at 200x200px and the other at 500x500px) because it will take a LOT of spaces (the hero has a lot of sprites for the animation), and the outfits too.

Is it possible to only have the images in the size 500x500px ?
In the game, if I use the texture 500x500, how can I make it size a 200x200 ? Because for example, the sprite animation script is calling MakePixelPerfect etc...

Maybe one solution is to have a parent to the hero and instead of having a scale of 1, take a scale of 200/500 ? I don't know if it's gonna have some bad repercussion on the physics or colliders or whatever.

Thanks !

NGUI 3 Support / Error adding sprites to atlas
« on: August 17, 2012, 10:25:10 AM »

Almost every time I add a sprite to my atlas, I have this error in the console :

  1. NullReferenceException: Object reference not set to an instance of an object
  2. UnityEditor.DockArea.EndOffsetArea ()
  3. UnityEditor.DockArea.OnGUI ()

NGUI 3 Support / TweenPosition duration -1
« on: August 14, 2012, 11:00:51 AM »

In some version, you've added the possibility to set a negative time (-1 for example) to a duration of a TweenPosition so that the effect is done instantly when receiving an event.

But as you can see in the video below, there is some latency between the button change sprite (using ImageButton) and the label going down (using TweenPosition).
Are you sure that having a negative duration is instantly triggered ?

Thanks !

NGUI 3 Support / UIPanel.LateUpdate performance
« on: August 14, 2012, 08:36:34 AM »
Following your advice to put everything that should move in a separate UIPanel, I still have some slow behavior.

When I click a button, this will move down a UIPanel (with a lot of elements on it) and move up another one. And in the profiler I see that UIPanel.LateUpdate() takes 100ms to complete.

Didn't you said that this should be super fast because we just move the UIPanel ?

NGUI 3 Support / Improve performances
« on: August 14, 2012, 08:31:10 AM »
Hello again,

I have some complex interfaces, that can go up to 2100 vertices and 1000 triangles (and also 17 draw calls).

Do you think it's correct for an iPhone/iPad game. It's only for a menu, so nothing is moving and we don't really need a HUGE performance on this part, but I think that 2100 vertices is not that much.

But maybe it is for NGUI ?


NGUI 3 Support / UIDraggablePanel SLOW with a lots of elements
« on: August 14, 2012, 08:23:55 AM »

I have a HUGE problem with UIDraggablePanel. We're making a freemium game deeply integrated with Facebook. That mean we want to display at one moment the list of your FB friends, so you can invite them to play the game.

In order to do that, I have a UITable, that I fill with x rows, each row is just a prefab that contains 2 sprites, 2 labels, an image button (with a sprite on it), and a UITexture.
And... I have a list of 220 friends, so that means it create 220 prefabs.

When I start scrolling, well it's laggy as hell, like I have to wait 2-4 seconds to see the screen update...

Maybe i've done something wrong ?
I've noticed in the editor, that when you scroll, you just enable every geometry to display. But since they are not shown to the camera, it should not be render right (so no time consumed) ?

NGUI 3 Support / [Fixed] UITexture and UIPanel clipping
« on: August 08, 2012, 11:23:09 AM »

Is there a known bug where a UITexture is not clipped using a UIPanel with clipping ?

NGUI 3 Support / [Fixed] UIGrid vs UITable
« on: August 06, 2012, 07:23:03 AM »
Could you explain briefly what's the difference between using a UIGrid and a UITable ?
And in what case should we use one instead of the other ?

Thanks !

NGUI 3 Support / [Fixed] Tweens toggle and Bounce
« on: August 06, 2012, 07:19:29 AM »
Hi !

Just a small question here, I often want to use the BounceIn/BounceOut method from UITweener, but I want to use it by triggering the UITweener with a UIButtonTween script set to Toggle.

The problem is uses BounceIn when toggle to true and BounceOut when toggle to false. And so, if I want to make something appears and bounce it works fine, but when I'm making it disappear it starts bouncing and then disappear.
What if I only want to make it bounce when it ends the tween ?

PS : I don't really want to set everything using a custom script, that will change the method of the UITweener. But I guess that's how it should be done ?

NGUI 3 Support / UIImage Button improvement
« on: August 01, 2012, 06:41:55 AM »

A small suggestion,

What do you think about adding an option on UIImageButton to let the pressed state of the button for a certain amount of time ?

For example, in iOS or Android, when we press a button and are sent to another screen, the button you've just pressed keeps the pressed state, because it has registered the clicked event, and so, as we're sure we're leaving the screen, we let the button pressed, so that the user can see clearly which button was pressed.
Currently, if you press a button fast, you'll see the pressed state for only a small amount of time.

NGUI 3 Support / DraggablePanel issues
« on: July 31, 2012, 12:31:18 PM »
Hi !

I have three issues using the DraggablePanel on a UIPanel with clipping.

1. Touch detection OUTSIDE the soft clip
Imagine I have a list of objects inside a panel with clipping, when I scroll the list, some of the items became invisible (because they are outside the clip). But when I touch them even if they're outside, I can drag the list and make it scroll (ie. the colliders of those objects are not disabled).
Is it a normal behavior ?

2. Really sensitive scroll on iOS (maybe Android ?)
Another issue is that on that list of items, I want to click on an item, and A LOT of times, it does not take it as a click but a scroll and so starts scrolling... some times it's really hard to have a correct click on an object :(
Maybe we can add an amount of drag before we start scrolling and instead just throw a click/press event ?

Or maybe I'm doing something wrong ?

3. Press state when scrolling
I have a row of images, and if I press one of them, I change the sprite for the pressed state,
When I scroll and I'm pressing on an item, it register the pressed state, and so display the pressed sprite, but I'm scrolling, I don't want to have the pressed state triggered. I understand this is the correct behavior because well... I have pressed the item ! But how can I override this ?
I mean, in the settings panel of iOS for example, if you scroll, there i no item of the list that become blue, we're only scrolling. But if you stay a little more longer on an item, it becomes blue (maybe 200ms ?).
But if you just click it and release your finger, it register the pressed & clicked state.

Maybe 2 and 3 are connected and we must just add a small amount of time to detect if we're scrolling or really pressing the item. And maybe trigger the click if there is a press (<200ms) AND release.

Thanks !

PS : If needed I can make you a video.

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