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Messages - r.pedra

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31
Yeah, we have this problem with a ScrollPanel with 180 widgets underneath. You can see a big mountain in the profiler when scrolling. It's worse on the device (LG G3, which is powerful).
The only solution to this problem is to give the user an option to disable objects in the scrollview(this is a map with planes moving in realtime). But you can not do this for every scrollview. (Change to static didn't do anything for us)

32
Aren, I already told you about a similar problem on this topic:
http://www.tasharen.com/forum/index.php?topic=12501.msg57019#msg57019

33
We had the same problem, just switch on Unity font, make it null(remove the ttf from the UILabel) and switch again to NGUI Font. This way it should be null.

34
NGUI 3 Support / Re: Check if a spritename exists in a UISprite
« on: May 04, 2015, 10:15:43 AM »
  1. if (atlas.GetSprite ("spriteName") != null)
Where atlas is the atlas. If you have multiple atlas and need to find in which atlas it is, you have to do the test on each atlas

35
NGUI 3 Support / Re: Font Maker needs FreeType64.dylib on Mac
« on: April 30, 2015, 11:27:33 AM »
This works like a charm:
http://kvazars.com/littera/

36
NGUI 3 Support / Re: Artifacting at edges with Single Pixel borders
« on: March 31, 2015, 03:24:48 AM »
I think you need to use "Fit Height" and this way you just have to do Screen.height / UIRoot.manualHeight to have your scale.

37
NGUI 3 Support / Re: Artifacting at edges with Single Pixel borders
« on: March 26, 2015, 05:08:37 AM »
Maybe there is plenty of room in your case, but it's not the case for anyone. If you don't display your UI Pixel Perfect, you have to be conscious that your UI will not display as you wished.
If you want to display 1 pixel in 0,8 pixels (I hate myself for saying that), you will have a bad time.

In my past project I'v seen so many graphics problem with thin borders. this is not really recommended.

38
NGUI 3 Support / Re: UILabel artifact on high resolution screen
« on: March 19, 2015, 12:41:52 PM »
You can use that to generate your font:
http://kvazars.com/littera/

(Use .txt on the top of the screen instead of XML)

39
NGUI 3 Support / Re: UILabel artifact on high resolution screen
« on: March 18, 2015, 11:56:06 AM »
Dynamic font is unstable. Sometimes it reloads the font for no reason, giving you these weird signs. Only solution is to use Bitmap Font.

40
NGUI 3 Support / Re: Problems after updating to Android Lollipop
« on: March 13, 2015, 09:16:08 AM »
We are using Unity 4.5.5p5 and we don't have any bug similar to yours.
I also have LG G3 with Lollipop and I never had a problem.

41
Try to uncheck Trim Alpha on Atlas Maker

42
NGUI 3 Support / Re: FontMaker loosing Font Info
« on: February 20, 2015, 04:31:25 AM »
Damn that's so weird...
I have the "Verify Saving Assets" option checked, and if I replace the prefab, it never shows up in it.
I will try to update NGUI in case of

43
NGUI 3 Support / Re: Artefacts with transparency sprites
« on: February 19, 2015, 11:08:26 AM »
Did you check the compression of the Atlas?

44
NGUI 3 Support / FontMaker loosing Font Info
« on: February 19, 2015, 08:44:22 AM »
Hi,
I have a problem with the FontMaker and GeneratedBitmap option.
Every time I create an UIFont from a Font, it works well.
But if I close Unity or compile, UIFont don't know anymore where the characters are in the Bitmap.

I'm able to reproduce it in my 2 projects.

Simple to reproduce:

1/ Download any TTF you want
2/ Generate Bitmap with FontMaker with this TTF
3/Create UILabel, affect UIFont
4/Right now, everything should be ok.
5/Close Unity
6/Launch Unity
7/UILabel is displaying parts of characters, UIFont lost characters infos.

Can you fix that?

EDIT: Using 3.7.9 on Unity 4.5.5p5

45
NGUI 3 Support / Re: Bitmap Font + Prefab Problem
« on: February 05, 2015, 10:29:24 AM »
We started the project last year in January, so we began with a very old version ahah.
But it's weird that when you change Dynamic Font by Bitmap Font the old reference is not cleared.
Moreover I made the change after I upgraded to the last version.

For the second problem mixing all the characters, we didn't find another solution than generate atlas outside of Unity with bmGlyph, but this is a really annoying problem.

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