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Messages - Zophiel

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31
NGUI 3 Support / Re: Grid with a lot of children crashes IOS Build
« on: December 04, 2012, 04:54:16 PM »
The black area is 1024 x 768, so are the slides. The clipping area for the draggable panels is the same size. Going to 960 x 640 when the manual height is set to 768 will create those bars on the sides when viewing the app on an iphone.

But the clipping doesnt seem to 'hide' the panels that aren't meant to be shown.

32
NGUI 3 Support / Re: Grid with a lot of children crashes IOS Build
« on: December 04, 2012, 04:45:02 PM »
I understand. Here's a screenshot of what my app actually looks like to give an idea. As you can see the clipping isn't setup correctly perhaps or else you'd see black borders.

33
NGUI 3 Support / Re: Grid with a lot of children crashes IOS Build
« on: December 04, 2012, 04:23:43 PM »
@Nahoy certainly did the trick. Another thing that work was applying good compression to the textures and now ios can take it.

I have another problem though, which i'm sure many of you have dealt with. I've toggled off manual and set the manual height to 768 for the ipad. But when i run the app on an iphone i get a lot of space on the sides and you can then see the next panels and the clip area. How can i get rid of this?

34
NGUI 3 Support / Re: Grid with a lot of children crashes IOS Build
« on: December 04, 2012, 07:47:32 AM »
@ArenMook I think you're right. They are, after all, 12 x retina resolution. What's the best way to unload a texture? I could probably use the MonoBehavior.OnBecameVisible() to toggle on and off or something.

@Nicki Yeah using Ios6 and sadly i've updated all my devices to ios6 a while ago :(

35
NGUI 3 Support / Re: Grid with a lot of children crashes IOS Build
« on: December 03, 2012, 12:34:22 PM »
Perhaps i've set up the Ui incorrectly?

What's the best way of doing the following? I need 12 textures to scale to the screen resolution. Switch to SD textures for Iphones and be a scroll view.

So i've setup the scroll bits as is described in the documentation. The grid does require a cell size. I recon i can adjust the code a little and change the cell size on Awake(). Then put a Stretch on all the child panels?

36
NGUI 3 Support / Grid with a lot of children crashes IOS Build
« on: December 03, 2012, 12:17:42 PM »
Hello,

I've created a draggable clipped panel as the documentation shows. But adding around 12 children will crash the IOS app but work fine in the editor. No errors show up in the XCode console either. I've reduced the children to about 4 and that seems to work fine.

I got 12 textures that i need to be fullscreen. Any idea why this is causing the crash?

37
NGUI 3 Support / Re: panels/sprites outside of NGUI camera and LookAt()
« on: November 20, 2012, 12:02:16 PM »
Hello,

THanks for the script. It pointed me in the right direction. I have a question now in regards to 3D sprites. Do these need to be part of a 3D UI Root to be batched? I'm spawning a range of sprites with instantiate and in an empty scene, no matter how much, they will all batch and i'll have 1 draw call.

But in my game scene with a 2D UI it doesn't seem it all is part of 1 drawcall. It'll fluctuate between 2 - 4 draw calls.

All i'd like to know is if there is a certain way that i need to set it all up. Can i just spawn panels with sprites attached? And is there a point where the calls will be separated by unity?

38
NGUI 3 Support / Re: panels/sprites outside of NGUI camera and LookAt()
« on: November 05, 2012, 07:00:21 AM »
And as I mentioned the only code i have is 1 line that does a LookAt( Camera.main.transform ); on the panel. I just want to know if, and how, i can use a UISprite in the '3d world' and make it orientate towards the camera. They need to be able to be behind other objects instead of being part of the UILayer. I'd like to parent them to a ship because the ship is moving around while getting healed, fire shots, things like that.

There is no code to look at.

[Edit] And the reason for this setup was because you posted the following in this thread http://www.tasharen.com/forum/index.php?topic=1893.0

39
NGUI 3 Support / Re: panels/sprites outside of NGUI camera and LookAt()
« on: November 04, 2012, 09:17:03 AM »
the UI yes, but not the sprite. The hierarchy is as follows:

Ship -> UIPanel -> UISprite
Main Camera
UI Root (2d) -> Rest of UI.




40
NGUI 3 Support / Re: panels/sprites outside of NGUI camera and LookAt()
« on: November 02, 2012, 05:10:07 AM »
Do i need to have the panel face the camera or should i be able to do this on sprites?
Also what's the best way of tackling this in terms of code, do i need to use localrotation or something?

41
NGUI 3 Support / Re: panels/sprites outside of NGUI camera and LookAt()
« on: November 01, 2012, 10:10:24 AM »
Not exactly, though i got that working already, as ArenMook said in another thread 'Widgets are just 3D objects'. So i'm keen to have an animating sprite be behind say the ship.
I've rendered some gun smoke to a sprite sheet and got it animating. But i'd like it to play where the cannon is actually fired while looking at the camera instead of overlaying the ship. Hence the hierarchy in the previous post.

In the above post, the lookat() code was distorting the sprite due to weird rotation from what i gather.

42
NGUI 3 Support / Re: panels/sprites outside of NGUI camera and LookAt()
« on: November 01, 2012, 09:54:05 AM »
The only code involved is LookAt(); I'm trying to use NGUI as a replacement for some of my particle effects.

ShipGO
      -> UIPanel
               -> UISprite (with a tween along the y-axis)

It shows up, animates along the Y fine. Added a fade to fade out as well. But doesn't look at the camera. Adding a script that does this, either from the examples directory or of my own making, will distort the sprite.

43
NGUI 3 Support / panels/sprites outside of NGUI camera and LookAt()
« on: November 01, 2012, 08:01:19 AM »
I have an Effect Panel attached to a ship with a health sprite attached to it that i have looking at the camera.
But as the ship moves, the sprite get's distorted, which i think is due to the lookAt() code.

Any way to fix this?

44
NGUI 3 Support / Re: Blurry sprite
« on: September 25, 2012, 10:09:28 AM »
Ofcourse :) I've tried some of the solutions as well such as adjusting the settings on the texture. But that didn't seem to solve it. In fact, it made everything disappear on the offending machine. And I cant seem to reproduce the problem on my machine.

[Edit] I went back to check if scaling was an issue just to make absolutely sure and the sprites are pixel perfect.

45
NGUI 3 Support / Blurry sprite
« on: September 25, 2012, 09:37:00 AM »
Hello,

This problem occurs on SOME machines. Buttons will look sharp but any text will appear blurred.

How can i fix this?

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